• No results found

Rank&File

N/A
N/A
Protected

Academic year: 2021

Share "Rank&File"

Copied!
63
0
0

Loading.... (view fulltext now)

Full text

(1)
(2)

Chapter 1

Introduction

Page 3

Chapter 2

Troop Types & Formations

Page 4

Chapter 3

Turn Order & Initiative

Page 9

Chapter 4

Movement

Page 13

Chapter 5

Firing

Page 19

Chapter 6

Charges & Melee

Page 25

Chapter 7

Morale

Page 32

Chapter 8

Single Stands

Page 38

Chapter 9

Skirmishers

Page 41

Chapter 10

Generals

Page 44

Chapter 11

Army Morale

Page 48

Chapter 12

Period Specific Rules

Page 49

Appendix 1

Fast Play Sheet

Page 52

Appendix 2

Extended Example

Page 54

(3)

The Rank & File rules have been designed so that a fairly large game can be set up and played to a

conclusion within an evening. They are ideal for club games where any number of players can bring along their figure collections and join in - the rules are simple enough to explain in a few minutes and one game is all it takes to grasp the core mechanics.

The main rules cover a large period of history and many conflicts; the core rules apply to all of these periods but there are also period specific rules sections that give more detail according to the wars and campaigns that you are fighting. You'll find that there is a great deal of flexibility within the core game mechanics and you should tailor the details of the period specific rules to suit any particular era.

These are fast play rules but that doesn't mean that they use simplistic game mechanics that bear no relation to the battles and periods they are representing. You'll find that different troop quality and weapons are important but so is a decent plan and proper use of your commanders. Charging headlong at a solid line of infantry and artillery is a sure way to lose good troops - just because the rules are simple doesn't mean to say it has to be a simple game.

No set of rules can hope to cover every eventuality and still be playable, so if you have a situation that is not covered then - in order of preference - take the Umpire’s decision, take a vote, roll a die. Before jumping into the rules you may want to head off to Appendix 2 where there is a very

straightforward extended example - this will give you a fairly good idea of the basic rule mechanics and how they work together.

OPTIONAL RULES are added

throughout this book - these add more realism to the game but at the cost of time - use these at your own discretion, but it is best to make sure all players know which rules are being used before play begins!

Finally I'd like to take the opportunity to thank all the members of the Stafford Wargames Club for their invaluable help in designing and testing these rules, especially considering the numerous versions and last minute changes I put them through!

Regards,

Mark Sims Stone - 2009

(4)

Throughout the period we are dealing with determine the number of figures that would there are many troop types, but for the sake of make up a stand.

simplicity these have been condensed to the

following categories: Throughout the rules you will see that almost all the examples use 40mm square bases for formed and skirmish infantry infantry stands, 50mm square bases for formed and skirmish cavalry cavalry stands and approximately 60mm by foot or horse artillery 80mm stands for artillery. Generals are and finally - elephants mounted singly for low level commanders and with 2 or more figures for higher level The weapons, troop quality and period commanders. Many of the examples and specific rules will all be used to differentiate photographs use 28mm figures as that is what between various armies, nationalities and I have in my collection! The rules work just as

units. well for a variety of scales from 6mm through

to 40mm.

Figure Types

Depending on the scale of battle that you are fighting a stand represents anything from 50 Units are grouped into stands of figures, the

to 250 men with a skirmish stand counting as scale, number of figures per base and size of

a 'half stand'. Each artillery model represents these stands are not hugely important - Rank

anything from 1 gun and crew to a complete

& File uses bases as the basic building block

battery. Appendix 3 shows examples of

of units. You can obviously use figures that

various formations using different ratios. have been based individually - simply

(5)

Infantry

Artillery

Infantry units may be either formed or in Each artillery stand will be designated as light, skirmish order. In some periods and for some medium or heavy as well as having details of troop types you may be able to choose the type of guns that they are armed with and whether to field a unit as formed stands or as whether they are foot or horse artillery. The skirmish stands and some may be designated crew do not have to be integral to the artillery as 'shock' troops that gain a bonus when piece base but if you have separate figures charging into melee. The minimum sized unit the crew may not man guns other than the that should be fielded at the start of a battle is ones they started the battle with. Artillery 4 stands of figures - the maximum 10. pieces are designated as single figure stands Anything else should be represented by either even though they may be grouped into splitting large units or combining smaller batteries.

ones. You are free to split units even if they have 10 or less stands. A 9 stand unit could be split into 2 units of strength 4 and 5 for example. You must decide at deployment how your units are going to be organised and this may not change throughout the battle.

Generals

Depending on the level of battle, the number of units and players, there may be various numbers of generals on the table. There is no specific allotment of generals but each obvious grouping of troops should have a commander, whether this is at the brigade, division or corps level.

Cavalry

Cavalry have the same options open to them as infantry. They may be 'shock' troops, certain cavalry may deploy into skirmish order, may mount or dismount during the course of a battle and while dismounted will follow the same basic rules as for skirmish infantry. Unit size is the same as for infantry, no smaller than 4 and no larger than 10. As

Elephants

with infantry a cavalry unit may be split at set up.

Elephants are single figure stands rather than being organised as units. They will follow some of the same rules as formed troops and some of the ones for artillery who are also single figure stands.

Camels

Will act in the same way as cavalry apart from the fact you'll have different models on the table! They may frighten horses and so gain some advantage in melee with other cavalry.

(6)

Unit Stats

Morale Class

This combination of different morale classes, All troops will be represented by one of three unit sizes, formations, weapons and period classes of morale. These are Green, Regular specific abilities allows for quite a variety of or Veteran. This starting morale class will units to be fielded on the tabletop. It will be up determine the unit’s chance to pass morale to players to decided which troops deserve tests when it is forced to take them as well as Green, Regular or Veteran status and a little its chance to rally when it gets into difficulties. research on the period will give you numbers, Green troops are brittle and will find it difficult organisation and armament. to recover once they become unsteady, Veterans are solid troops and will often (but In large battles it may help to label your units not always) take quite some punishment with their statistics - the command stand of before they are broken.

each unit is the most obvious one to put the label on and it simply needs to show you the

starting number of stands in that unit so that OPTIONAL RULE Elite troops may be

you can work out when the 50% rule applies added to the list of morale classes. They

and morale modifiers for lost stands. A note act as Veterans with the same morale level

can be made of its morale class G,R,V with an and modifiers but in addition to this they

asterisk for shock troops and the weapons may re-roll one morale or rally test die roll

that it is armed with (if need be). each game. If you are playing a campaign some troops may even increase beyond elite state - in this case simply allow them a second morale re-roll.

This re-roll is only used for morale and rally tests, it does not apply to any tests that happen to use the morale value of troops (like forming squares for example). A test that is automatically failed (when the unit has reached 50% losses for example) is not rolled so there is no re-roll allowed. You may not re-roll the same test more than once.

Weapons

The entire unit will be armed in the same way depending on the period, dates and nationality that you are fighting with. You may not arm different stands with different weapons within the same unit.

OPTIONAL RULE If you want to make

'mixed' units then you may but it is up to the player to keep track of which stands are lost as casualties, which fight in melee and so on.

(7)

Formations

Each unit on the table must be in one of the

OPTIONAL RULE Period Specific

following formations, if a unit does not have

Formation. Some formations are only

the space to deploy into a certain formation

available during specific periods and some

then you are not allowed to place them into it.

may be unavailable to certain troop types

You'll find that while very large units may have

depending on the period of the game that

an advantage in combat they are awkward to

you are playing.

move about on the battlefield so you'll need to bear this in mind when choosing how to deploy your troops.

Line

All of the stands in the unit are side by side in a straight line one stand deep. The line may bend to accommodate terrain features but otherwise must remain in a straight line. In some period specific rules it may be able to refuse flanks.

Attack Column

The stands that make up the unit must be at least as deep as they are wide. This means that a 6 stand unit would be 2 wide by 3 deep, a 4 stand unit could be 2 wide by 2 deep and so on. When casualties are removed they must be taken so that the unit remains in column formation - you may not remove stands so that a column becomes a line for example.

March Column

The unit is one stand wide and as many deep as required. It may snake as much as it likes and is usually used to gain extra movement distance. Units that arrive on table throughout a battle will usually arrive in march column. Units that are in march column while engaged in melee will suffer from having to fight disordered.

Square

All of the stands of the unit form a square - you should try to make sure that each face has as even a number of stands as possible. A square has no movement allowance at all. If a square is forced back through melee or morale it will change to attack column formation rather than moving in square.

(8)

Supported Line

A line of stands 2 deep. This can represent 'deep' lines or supporting lines of troops. You must keep the number of stands in each rank as even as possible - you could not, for example, have a double line that had a front rank of 6 stands and a rear rank of 3. This formation is always available to cavalry units in any period but may be restricted for infantry by the period specific rules.

Mass

For troops that do not have any proper organisation they are counted as being in 'mass'. There are no restrictions on how many ranks or files of stands with the exception that each rank should have the same number of stands in it if possible. For example a 9 stand unit could have 3 ranks of 3 stands or one rank of 5 and one rank of 4 but could not have a front rank of 5, a second rank of 3 and a third rank of 1.

Skirmish Order

If you have specific skirmish stands for your figures then all of the stands in a unit in skirmish formation should be touching. If the stands are normal formed infantry stands that are simply spaced apart then they should take up double the usual frontage of the same stand when it is formed. There are no set formations for skirmishers - they may be as many stands wide or deep as required and facing in any direction.

Limbered

The artillery are ready to move and may not fire.

Unlimbered

The artillery are ready to fire and may only move by prolonging if that is allowable for their type or they may change facing on the spot.

OPTIONAL RULE Brigade Level Double Line. When fighting large battles that have a unit

representing a brigade the period restrictions on double line formation for infantry may be waived. This represents the separate battalions within the brigade being in mixed formations of lines and columns or multiple battalions in line one behind the other.

(9)

Each turn of the game represents anything The Rank & File rules try to avoid

from approximately 15 to 30 minutes of time. bookkeeping and having to record too much The turn order table below will let you know information about units and their status. who does what - and when. You will find that Some things will need to be remembered some of the phases are in slightly unexpected however and it is up to players to decide how places but the reasons for this will become they do this. In many ways the methods that clear as you read the rules and play your first you use will depend on the number of units

games. each player needs to control.

S o m e p a r t s o f t h e t u r n a r e d o n e For example you may need to know which simultaneously and others are done in units have moved in the movement phase as sequence with one side doing all of their there is often a modifier to their firing, also any actions and then the other side taking their unit that has lost a stand to enemy fire this turn turn. Each phase should be completed in its will need to pass a morale test at the end of entirety before moving onto the next. the turn. If you only have 5 units to control then most players will have no trouble keeping track of this sort of thing in their heads - when you are player with 30 units it may be worth using counters to aid game play.

The Turn Order

Second Side Movement First Side Movement Roll For Initiative Rally Phase Charge Phase

Firing Phase Morale Phase Melee Phase End Turn Phase

Highest side chooses to move first or second Both sides, simultaneous

Both sides, simultaneous

Both sides, simultaneous Both sides, simultaneous

Both sides, side which won the initiative decides which order Check for Army or Force Break Point, attach and detach leaders

(10)

Each phase is briefly described here. Full

Rally Phase

details will be given in the relevant sections of

the rules. The rally phase comes after the charge phase

as this means that troops that have declared a

Charge Phase

charge may not attempt to rally. This inability to rally also applies to the target of a charge, Both sides declare any units that they would whether they are skirmishers that have fled, like to charge with. Only troops that have a routers that have evaded a charge or troops valid target may declare charges. Once made that are counter charging or just standing their charge declarations may not be cancelled but ground - none of these units may attempt to it is OK for players to 'wait and see' whether rally during this rally phase.

the enemy is charging before declaring their

own charges, so these do not have to be Troops will be in 3 states of morale throughout declared in any particular order. the game - good, unsteady and routing. So long as a unit is not at 50% or more losses in stands, is not in bad Army Morale and has not

OPTIONAL RULE Players need to make been the target of a charge or is charging itself

a note of which units will charge and then then it may attempt to rally from being

all reveal at the same time - charged units unsteady or from routing.

that have not themselves declared a

charge may always decide to counter Both players simultaneously roll to recover

charge at this point if that is a valid option their morale for units that are allowed to.

open to them. Those that fail remain in their current morale

state, routers will continue to rout, unsteady will remain unsteady throughout the rest of Once all charges have been declared this turn. Troops that pass their morale test charging troops are moved at the same time - will immediately gain one 'level' of morale. all units that would cross paths or meet at

some mid-point should have their movement It may be that a unit has only just failed a pro-rated. Routing units or skirmishers that morale test in the preceding turn’s morale choose to flee from a charge are also moved phase; even so it still gets a chance to rally at this time. Chargers are moved to within 2” and recover the same as any other unit. This of their target. may mean it spends a very brief amount of

(11)

Roll For Initiative and Movement

Firing Phase

Each turn both players' Commander in Chief Both sides will fire simultaneously so any rolls a D6, the highest will get to choose stands removed as casualties will still get to whether they move first or second. Re-roll fire back at the enemy. With large numbers of

ties. units it is worth placing the 'dead' stands

behind the unit to remind yourself that they should still be calculated in the unit’s fire. This

OPTIONAL RULE Add the command also has the added advantage of showing

modifier of the CinC to the D6 die roll - this which units will need to test for morale later in

will only make a difference when you are the turn.

using the optional commander quality

rules. Re-roll ties without the command

Morale Phase

modifier.

This is the phase where all of the units that need to take a morale test because of enemy The side that has the initiative may now move fire do so. Any unit that has just lost a stand all of their units that have not yet charged, must take a test, even if they are charging or made a charge reaction or been pinned by a are the target of a charge, the same applies to charge. Units that have just rallied from single stands that have lost a casualty. It may routing will now be unsteady but they may be that chargers halt or their targets flee - in move as normal during this phase. Routing this case the melee will not happen.

troops that did not rally and so have already

been moved in the rally phase do not move The morale of units that fail their test will get again during this part of the turn. worse - from good to unsteady or from unsteady to routing. Results are applied Once the first side has moved all of their immediately - if the unit becomes unsteady it eligible units the second side does the same. retires a certain distance according to type and is marked as unsteady. If the unit routs it is immediately moved its rout distance.

(12)

Melee Phase

When you have determined which units will contact each other it is time to decide the outcome of all melees. This is a bloody affair and one side or the other will retire or rout before the end of the melee phase. A melee will not carry on from one turn to the next though it may last for more than one round of actual fighting. The side that wins the melee is allowed to occupy the ground of their opponents so in some rare cases it may be important which order you carry out the melee

Turn End

in - if this is the case the player who won the initiative die roll decides in which order to do

This is when you will roll to see if wounded them.

leaders recover, roll for re-enforcement, flank march arrival and so on. Players should check Stands that are touching and one stand

to see whether the formations or army has overlap on each flank will fight in the first

reached its Break Point. If you are playing a round of a melee - if the melee lasts more than

campaign this is the best time to make sure one round then all stands in the unit get to

everyone has made a note of units that they fight in subsequent rounds. Each side will roll

have removed from the table and what their a number of D6's and modify these rolls with a

final status is with regard to casualties. few simple factors. The side that causes the

most casualties will win, the loser will retire

Leaders are attached and detached from unsteady if they were originally in good

units in this phase. Leaders may detach from morale, they will rout if they are already

one unit and attach to another in the same unsteady. In some cases a unit will rout its

turn so long as they have the movement opponent automatically if it wins the melee. If

distance to do so. the first or subsequent rounds of melee are a

draw you keep on fighting until you have a

The end turn phase is the only time that you winner, you cannot have a turn end with two

may attach a leader to a unit. units still locked in melee.

(13)

Movement Distances

Manhandle Light Artillery Heavy Artillery

Light and Medium Artillery Column, Mass or Skirmish Line or Double Line

Manhandle Medium Artillery Manhandle Heavy Artillery

Retiring Due to Melee or Morale Routing Due to Melee or Morale Flee From Charge

Charge distances are the same as normal movement distances

Infantry /

Foot Artillery

Cavalry /

Horse Artillery

4” 8” 12” 12” 8” 2” NA 4” NA 16” 20” 16” 2” NA 2D6” 12” 2D6” 3D6” 20” 3D6”

No matter which period you are playing troops will move at a given speed according to the type of troops they are, the formations they are in and the terrain they are crossing. Movement rates are quite generous - you'll find that troops making march moves can go a pretty good distance so when you commit your troops to a course of action they don't take forever to reach their objective - it's once they bump into the enemy that they tend to slow down.

(14)

not to have been declared, the unit will not

Marching & Charging

move during the charge phase but may move as normal during its own side’s movement

March Moves

phase. So long as the unit starts and ends its move

Charging troops have their movement pro-more than 12” away from any enemy, except

rated, this is important as it will mean that two commanders who do not count, it may use

units charging towards each other will meet at march movement and go up to double its

some point between them. You may also have usual speed. The unit may not change

a situation where one unit is charging another formation, interpenetrate other formed

but is itself being charged by a second enemy troops, wheel greater than its allowance if in

unit - pro-rating the movement will determine line or charge but all other movement rules

which units actually contact each other and are the same. In addition no unit may fire after

where. marching, no matter how far they moved or

what period specific rules are being used. If in

March Column

doubt then mark units that have marched with a counter to remind yourself of these

So long as the unit is in a column no more than restrictions.

one stand wide and is moving entirely along road for its full move then it may move at three

Charge Movement

times its normal speed rather than double when it is marching. Normal march rules Charging troops use their normal move

apply - it may not fire, change formation, distance according to the formation that they

interpenetrate nor may it start, end or come are in and all terrain penalties apply as

within 12” of any enemy (except generals) normal.

during its movement. Terrain modifiers apply to charging troops as

A march column that is contacted and usual. If the terrain modifies the charge

engaged in melee will fight disordered - this distance in such a way that the troops cannot

means that any stands will only hit on a D6 roll reach their target then the charge is deemed

(15)

Formation Changes

Interpenetration

Skirmishers and deployed artillery stands

Wheeling

may be interpenetrated at no movement penalty during movement, this includes Wheels are measured from the outside edge

march movement. Formed units and limbered of the unit no matter which formation it is in.

artillery stands may not interpenetrate You will find that very long lines of troops are

voluntarily, though a retiring or routing unit particularly hard to manoeuvre about the

may be forced to interpenetrate another unit. battlefield.

OPTIONAL RULE Use the period specific OPTIONAL RULE Wheeling while in line.

rules to determine whether formed units The actual distance travelled is measured

may interpenetrate or not. If they may then from the outside of the wheel but for some

the unit that is interpenetrating will be periods there are restrictions on the degree

reduced to half speed - this is cumulative to which troops are allowed to wheel. Rigid

with terrain or obstacle modifiers so if the formations did not allow for simple

interpenetrating unit does not have the manoeuvring and you should consult the

movement distance to completely clear the period specific rules to see the maximum

other unit then they may not be moved amount that a line may wheel in any one

through. No matter what the period specific turn.

r u l e s n o f o r m e d u n i t s m a y b e interpenetrated while marching and no formed unit may charge through any other.

Changing Facing

This may be done at any point in the unit’s

No matter what the unit type no unit may move and will take ¼ of their movement

charge through another unit. Though a unit

allowance - you may not change facing while

may still declare a charge so long as at least carrying out a march move or a charge.

50% of the unit has a valid line of sight to a Skirmishers stands may freely change facing

target and the unit in front of them is also at no cost. Cavalry must change facing to be

charging (see charge rules later). If for any able to move sideways or to the rear (except

reason the 'blocking' unit fails to charge then when retiring due to morale or melee).

the units behind will also not charge.

Measure wheels from the outside edge of the formation

(16)

Side Step and Back Step

Formation Changes

Formed infantry units may move to the side Units will start the game as either formed units and/or the rear at half speed - this is actually or deployed as skirmishers. In addition the same as changing face, moving a half cavalry will be either mounted or dismounted - move and then changing face again. you may not change the status of these units Skirmishers may move freely in any direction throughout the game.

and pay no penalty for it. Note that this is different to 'retire' which is a move forced on a

unit by a failed morale test or loss in melee. OPTIONAL RULE Use the period specific

Formed cavalry units must about face to rules to determine which cavalry units may

move sideways or backwards. dismount and remount and which units may change from formed to skirmish order and vice-versa.

Oblique

Units may move obliquely, this means that as

Changing formation takes a half move for all well as moving forwards or backwards they

troops and may not be carried out while may 'slip' to the side at the same time. A unit

charging, while you are the target of a charge may move at an angle of up to 45 degrees

or while marching. Formation changes should either side of straight while making an oblique

be made within the same general area that move.

the unit already occupies - changing formation is not an easy way to swap units' positions or shuffle your troops about! If there

OPTIONAL RULE See the period specific

is no space for the new formation you may not

rules to see the maximum angle that a unit

perform that change. Formation changes

may move obliquely.

must be made either at the start or the end of your movement, they may not be done halfway through.

OPTIONAL RULE Use the period specific

rules to determine the amount of time various formation changes take, this will either be a half move or a full move.

OPTIONAL RULE Formed infantry that

are charged from the front by cavalry may try to form square - this is done during the target unit’s movement phase and overrides the rule about targets of charges not being able to change formation. To see if the unit is able to form square roll 1D6 and compare to the unit’s basic morale. If the roll is greater than their starting morale they have been able to form square - if it is not they must receive the charge in their current formation.

(17)

Terrain

Retire and Rout Movement

Bad terrain will affect the movement of This is only done as compulsory movement different troop types in different ways. When as a result of a failed morale test or losing a moving through bad terrain skirmisher melee. Terrain modifiers do not affect troops movement is not affected at all whereas all that are forced to make a compulsory rout or formed troops and artillery move at half retire move. However, if that terrain is

speed. impassable and may not be skirted around

then the routing or retiring unit is destroyed There are various types of terrain that you can entirely and removed from the table have on your battlefield but these have been immediately.

split up into two simple categories. The cover

that terrain gives is either heavy or light. If in A routing or retiring unit must move its full light cover the unit will be shot at with a -1 distance if possible, if it ends its move 'on top' modifier for small arms fire and no modifier of a friendly unit it should be moved past it from artillery fire. If in heavy cover the unit will rather than straddle the other unit.

be shot at with a -2 modifier from small arms fire and -1 from artillery.

OPTIONAL RULE Sauve Qui Peut! A unit

Light cover is scrub, woods, hedges, fences may voluntarily rout during the morale

and so on. Heavy cover is any buildings, phase no matter what its current morale

earthworks, entrenchments, stone walls and status is, it is treated exactly as any other

such. unit that has routed in this phase.

Visibility is 2” into a wood from the outside and 4” if both are within the woods.

OPTIONAL RULE You may designate

some terrain as 'very bad going' and this will have an extra effect on mounted troops. Halve the speed of skirmish cavalry through very bad going and quarter the speed of formed cavalry and artillery through very bad going.

An obstacle is a fence, wall, hedge, abatis, entrenchment - basically any linear obstacle that the unit has to cross. All troop types lose half of their move to cross these - this represents the time taken to physically cross the obstacle as well as reform after the disorder that this causes.

OPTIONAL RULE You may designate

some obstacles as impassable to artillery and/or cavalry - in this case that troop type may not cross that particular obstacle. This is usually done as part of a specific battle or scenario.

(18)

Artillery Movement

Artillery stands must be limbered to move at more than manhandling speed. They will count as cavalry for all terrain movement penalties. If an artillery stand is limbered when it is charged it may opt to flee as skirmishers would. If it is unlimbered when charged then the crew may abandon the guns and flee as though skirmishers. A crew that has fled may re-man its own guns later on in the game, they may fire during the turn that the guns are re-manned but will count as having moved.

Limbering or unlimbering will take half of the move for the artillery no matter what its type.

OPTIONAL RULE See the period specific

rules as to whether certain artillery stands may limber, unlimber and if so how long it takes them to do so.

A battery may freely change its facing by up to 45 degrees so long as it does nothing else during the movement phase and this will not affect its firing in any way.

Any movement, limbering, unlimbering, changing facing more than 45 degrees or manhandling counts as movement for firing penalties and so will mean a -1 to hit modifier.

Proximity to the Enemy

Unless it is charging, routing or retiring your units may not voluntarily come within 2” of enemy units. If you are charging or following up as part of a victorious melee this restriction is waived.

Skirmish Movement

Skirmish units are far more flexible than normal formed units and they have the ability to move their full distance in any direction and end their movement facing in any direction they choose. They suffer far fewer movement penalties for bad going and obstacles - see the skirmishers rules in Chapter 9 for full

(19)

Firing is carried out simultaneously by all OPTIONAL RULE Period specific rules

players and troops so any stands that are lost may reduce the firing arcs to 22.5 degrees

as casualties during this fire phase will be either side of straight ahead - also, some

allowed to fire back before being removed. weapons will fire with more than the usual 1D6 per firing stand.

Small Arms Fire Procedure

Formed infantry may move and still shoot but You state which unit is firing and at which

they will fire at -1 modifier, this means any target, measure the range to the target and

formation change will result in a -1 to hit make sure that the firing stands are in range

modifier. If the unit marched any distance they and arc - this is 45 degrees either side of

may not fire. Skirmishers and artillery get -1 straight ahead and applies to all periods and

for moving and firing the same as other weapons. When you have determined how

troops. many stands will fire you roll 1D6 per stand

firing and modify by factors such as range and cover. Any hit result will cause a casualty on

OPTIONAL RULE Use the period specific

the target unit. When the target has suffered

rules to determine whether troops may

three casualties a stand is removed.

move and fire or if they take the -1 modifier for having moved and fired.

Small Arms Fire Table

Weapon Bow / Sling Smoothbore Musket Smoothbore Carbine Rifled Carbine Chassepot Thrown Weapons

Early / Poor Musket

Rifled Musket

Mitrailleuse / Gatling

Close Range

Long

Range Optional Movement and Firing

4” 6” 4” 5” 10” 4” 4” 8” 10” 8” 12” 8” 10” 20” -8” 16” 20” No movement modifiers Any movement -1 Any movement -1

Up to half - no modifier, half and over - 1

Up to half - no modifier, half and over - 1 No movement modifiers

Up to half -1, half and over - no firing

Up to half - no modifier, half and over - 1

(20)

the firer to the closest point of the target - then

Artillery Fire Procedure

you check on the table to see how many D6 are rolled at that range. These D6 are then Unlike formed and skirmish units an artillery

modified to see whether you gain a hit on the stand is a single element and may not split its

target or not - each successful hit causes a fire. Rather than rolling just 1D6 per stand and

casualty. The base to hit number is 4+ as modifying that roll an artillery stand will roll a

normal except for point blank fire which is specific number of D6 depending on its type

anything up to 2” - that hits on a 3+ instead. and the range to the target. Modifiers will still

apply to these die rolls but they are slightly

Artillery have a 45 degree fire arc - the same different to small arms fire - the modifiers are

as infantry. They must have a base width or clearly listed on the appropriate table.

greater gap to fire through. Period specific rules may restrict the firing arc to 22.5 When firing an artillery stand you should

degrees instead of 45. measure the range from the closest point of

Artillery Fire Table

Type

Early / Poor Light

Light Smoothbore

Heavy Smoothbore

Light Rifled

Early / Poor Medium

Medium Rifled 4” (2D6) 6” (3D6) 8” (4D6) 12” (3D6) 6” (2D6) 10” (2D6) 15” (3D6) Early / Poor Heavy

Medium Smoothbore

Heavy Rifled

Point blank range is 2” in front of the gun for double canister - roll the same number of D6 as normal but the base to hit number is 3+ rather than 4+

Range (Number of D6 rolled)

Close Medium Long

8” (3D6) 10” (4D6) 8” (1D6) 12” (1D6) 16” (2D6) 24” (2D6) 12” (1D6) 20” (2D6) 30” (2D6) 16” (2D6) 20” (2D6) 16” (1D6) 24” (1D6) 32” (1D6) 48” (1D6) 24” (1D6) 40” (1D6) 60” (1D6) 32” (1D6) 40” (1D6)

(21)

OPTIONAL RULE Rather than having a roll of 6 always hit use the following method to

determine if a hit has been caused or not:

Need a 7 to hit - Roll D6, if first roll is a 6 then re-roll and a second roll of 4-6 is a hit. Need an 8 to hit - Roll D6, if first roll is a 6 then re-roll and a second roll of 5-6 is a hit. Need a 9 to hit - Roll D6, if first roll is a 6 then re-roll and a second roll of 6 is a hit.

Small Arms and Artillery Fire Modifiers

Target is skirmishers or deployed artillery Infantry charged by cavalry

Artillery that have taken 1 or more hits

Firing unit has moved Firing unit is unsteady

Target in light cover Target in heavy cover

Target is more than 1 stand deep or limbered artillery or in square or firing down the flank Hindrance between target and firer

Base to hit number is 4+ on a D6. A roll of 6 always hits (or use optional rules) -1 -1 -1 -1 -1 -1 -2

Or use optional rules

+1 -1

Target is at long range -1

Optional rule

Or see period specific rules

Does not apply to artillery

Does not apply to artillery

Does not apply to artillery Only -1 for artillery

(22)

Splitting Fire

Firing in Woods

A unit may split its fire against up to 2 targets. This is the same as visibility within woods, 2” This may be because the firer wishes to cause into the edge of a wood, 4” if both units are casualties on both or because some are in fire inside the wood.

arc of only part of the unit. A single stand may

never split its fire and a unit may never split its

Skirmish Fire

fire against more than 2 targets - even if it has

more targets available, so some stands may Skirmish stands do not have front, rear or not get to fire as a result of arc or range flank facings so may fire in any direction restrictions. without having to change facing or move. However, the stands still have to have the

Fire Arc and Line of Sight

target within range and an unobstructed line of sight with a base width 'lane' to fire through. This measured from the base corners and is Other skirmisher stands within their own unit 45 degrees either side of straight ahead. For a do block LOS. Don't forget that a formed unit

specific stand to be able to fire it must have at stand is simply spaced apart when least a base width free from obstructions representing the unit being in skirmish otherwise it does not have a valid line of sight. formation - this stand is actually supposed to be occupying double its usual frontage. Skirmish units may still only split their fire between two enemy units in the same way that formed troops can.

Charges and Firing

OPTIONAL RULE All firing arcs may be When you are being charged it may be that

22.5 degrees either side of straight ahead some of your stands can fire at the chargers or use the period specific rules for firing and others may not. As with the splitting fire

arcs. rules above this simply means that you may

fire part of the unit against the chargers and part against any other target that may be in

OPTIONAL RULE Limit the amount of range and arc.

ammunition that a battery has available by

only allowing a certain number of shots

Firing Down the Flank

from an artillery piece before it needs to be

re-supplied - the standard amount is 6 but

When a stand gets to fire down a target’s flank

this can be varied according to

it will benefit from the +1 for firing at a target

circumstances. You can use a small D6 on

more than 1 stand deep modifier.

the base or a counter of some sort. Re-supply can either be done from Re-supply

Firing at Squares

wagons, artillery general or by the battery

limbering and retiring to its base line. This

When firing at a unit in square you get a +1

rule allows you to simulate low supplies

modifier to hit, this is not cumulative with the

during campaigns or for specific battles.

target more than one rank deep modifier - you

° 45

The fire arc: 45° either side of straight

ahead °

(23)

which wants to fire through them. This is

Overhead Fire

explained more fully in the skirmish section in

Chapter 9.

This is only allowed by artillery and only if the obstacle is more than 8” away from both the

Hits and Casualties

firing unit and the target unit. In addition the artillery or target must be on a higher

elevation than the obstacle. Overhead fire Each 3 hits caused on a target will remove a from units on the same level is not allowed. stand from the unit. Skirmishers bases are effectively half a stand (see skirmish rules) so when you have received 3 hits on one of these

OPTIONAL RULE See the period specific units you would remove 2 'half' stands of

rules for shell and shrapnel fire. In addition figures, but for morale this counts as one

you may allow howitzers the ability to carry stand of troops lost. Hits are cumulative and

out overhead fire in this manner, even if carry over from one turn to the next - you may

they are on the same level as the obstacle. not remove hit markers.

Leader Casualties

Skirmishers Blocking Line of Sight

Each time that a stand is removed from a unit Small arms fire must always be conducted or each time that a single stand unit takes a against skirmishers if they are blocking the casualty the enemy player gets to roll a D6 to LOS to other formed units behind them. see if any attached leaders become Artillery have the option to ignore the casualties. Roll once per base or casualty skirmishers and fire at targets 'through' them. inflicted, on a roll of 6 roll again on the leader This is only allowed if the skirmishers are casualty table. See the leader rules in outside the close range band of the artillery Chapter 10 for full details.

(24)

Removing Stands

OPTIONAL RULE Any time that a unit in a

building takes one or more hits from

Stands should be removed so that the

artillery fire roll 1D6 - on a roll of 6 the

formation remains the same. If the unit is in a

building has caught fire and any units in

line and fired upon from one side then

that building must exit it next turn or be

removing stands from the end that is shot at

destroyed. If the firing artillery stand is

would make sense - otherwise the owning

howitzers then a roll of 5-6 will cause

player gets to choose where the casualties

wooden buildings to be set alight, a roll of 6

are removed from.

will cause stone buildings to be set alight.

Hits should be kept track of with counters of some sort.

Any time that a unit takes hits from firing that force it to remove a stand it must take a Artillery pieces have 3 hits per stand. They will

morale test during the morale phase of the still fire and fight at full effectiveness until they

turn. Single stands (artillery and elephants) lose all 3 hits but will still be forced to take

will take a morale test in any turn that they morale tests when taking casualties.

take one or more hits.

Units will take negative morale modifiers as

OPTIONAL RULE Artillery that have

they lose stands throughout the battle. For

taken 1 or more hits suffer a penalty of -1 to

each full stand that a unit has lost it will suffer a

hit in addition to all normal modifiers.

-1 morale penalty, this will make tests harder to pass as the unit loses more stands.

OPTIONAL RULE You may allocate

Single figure stands do not have their morale

artillery pieces a different number of hits

modified by their losses so far, only units

according to the amount of guns within the

suffer this penalty.

battery. For example a stand representing 6 guns could have 3 hits whereas one that represents 8 guns would have 4 hits.

(25)

Charge Phase

Both sides declare any units that they would like to charge with and who they are charging against. Only troops that have a valid target may declare charges. Once made charge declarations may not be cancelled but it is OK for players to 'wait and see' before declaring their own charges so these do not have to be declared in any particular order.

OPTIONAL RULE Players need to make

a note of which units will charge and then all reveal at the same time - charged units that have not themselves declared a charge may always decide to counter charge if that is a valid option open to them.

Once all charges have been declared charging troops are moved at the same time - all units that would cross paths or meet at some mid-point should have their movement pro-rated. Routing units or skirmishers that choose to flee from a charge are also moved at this time. Chargers are moved to within 2” of their target.

“When the enemy advanced to our line, they received a well-directed and incessant fire. But their numbers being superior to ours, they gained our flanks, which obliged us to change our position. We retired in good order about fifty paces, formed, advanced on the enemy and gave them a fortunate volley, which threw them into disorder. Lieut. Col. Howard, observing this, gave orders for the line to charge bayonets, which was done with such address that they fled with the utmost precipitation, leaving their fieldpieces in our possession. We pushed our advantage so

effectually that they never had an opportunity of rallying, had their intentions been ever so good.”

(26)

Charging

Charge arc is 45 degrees either side of straight ahead. You cannot declare a charge unless at least 50% of your unit has a valid, clear, line to the target - even if another unit in front of you may possibly move out of the way in the charge or movement phase. If you declare a charge and it is found that you cannot actually carry it out the charge does not happen and you may not declare another target instead. However the unit is free to move as normal during its movement phase. When a unit charges it is moved to within 2” of the enemy. The target of the charge may elect to flee if skirmishers, may flee if it is cavalry charged by infantry, may counter charge, may flee if limbered or unlimbered artillery (see artillery rules for full details) and must flee if it

is a routing unit charged by any enemy. All troops except routers may opt to stand and receive the charge

If skirmishers elect to flee from a charge then

Note that with the two options above the they will not get to fire at the chargers as they

charging unit must either halt or carry on its flee but they can fire later in the turn as

full charge distance attacking anything in its normal, though they will count as having

way - it may not overrun someone and then moved and suffer any appropriate firing

opt to carry on a bit more and then stop. penalty. If they are contacted they will be

forced to fight the melee as normal at the spot

Charging units may not fire at any point during where they were contacted. The skirmishers

their charge. must flee the entire distance rolled (2D6” for

infantry and 3D6” for cavalry) and if they exit

Cavalry may not charge against troops in the board will count as lost.

buildings and infantry may not charge frontally against formed cavalry in the open. A routing unit that is charged must elect to

flee as its reaction - this means it will lose

When To Do Charges

another stand immediately as if it had been moved after failing to rally (see rally rules for

full details). If it outdistances the chargers it Charging troops are moved before units that will not be able to attempt to rally in the very are making normal moves but the actual next phase as it has been the target of a melee is only carried out after the rest of the

charge. If it is caught by the chargers (the units have done their moves and firing and routers did not flee far enough) then it gets no any appropriate morale tests have been chance to rally and is simply wiped out. The taken. Any stands that are being charged may charging unit may either continue the charge fire in the fire phase as normal if they are to its full distance or halt on that spot, if it eligible to do so.

continues its charge it may charge at other

units. The player with the initiative will nominate

which melee to work out first and this will be done completely - including removal of casualties, subsequent rounds of melee, routs and follow up moves - before the next

(27)

Defensive Fire and Attacker’s

Defenders Take Morale Tests

Charge Test

If the defenders have lost a stand due to being fired at they will need to pass a test to see if Defenders may issue fire at 2” distance so

they will stand, this is done before the long as they are facing the correct way and

charging unit is moved into contact. It may be the targets are within their firing arc. If the

possible to break or force an enemy to retire attacker has lost a stand this turn as a result of

without the melee occurring. If this is the case any fire they take a morale test during the

then the charger is moved up to occupy the morale phase with the extra charging

ground of the enemy - just as though they had modifiers applied. If the charger is not shot at

actually won the melee. If the defenders retire or is shot at but does not take enough hits to

or rout then the attacker may be moved remove a stand then they do not have to take

forward to occupy the ground so long as this a charging morale test and will be moved into

does not bring them into contact with any new contact with the defender - so long as that

enemy units. defender passes any morale test they may

have to take due to losses they have taken

Note that a charge in itself does not make the during the firing phase.

defenders need to take a morale test - they would only do this if they had lost a stand this If the attacker fails the charging morale test

turn - exactly the same as every other unit. If his morale will go down one level as usual.

they pass any test they need to take then they Unsteady troops will rout 12” for infantry and

hold their ground and the attackers are moved 20” for cavalry. Steady troops will become

into contact and melee ensues. If they fail unsteady and halt at 2” from the target of their

then their morale gets worse as usual - they charge. This is the end of the charge for that

will become unsteady and retire 2D6”/3D6” or unit.

they will rout 12”/20” if already unsteady.

OPTIONAL RULE If the charge has been

halted at 2” and the original target of the charge has passed any morale tests it needs to take it may now opt to try to counter charge if it's not already doing so and it has the space and charge arc to contact the enemy unit. To do this it needs to roll equal to or greater than its starting morale with no modifiers at all. If it

OPTIONAL RULE There are 3 cases

succeeds it may be moved into contact

where a unit may not have to retire if it gets with the enemy and a melee will take place

an unsteady result: as normal. This is not a morale test and

there are no bad effects for failing this

If the unit occupies a building or is counter charge test.

behind hard cover it can choose to remain where it is.

Note that the attacker has to take a morale

If the unit has a general attached it

test if it loses a stand during the charge,

may opt to stay where it is.

whether this is because of fire from the actual

If the unit is an artillery stand it may

target of the charge or from other supporting

opt to remain where it is.

units firing on them as they charge in.

None of these options apply to a unit that

If 2 units are charging each other then both

has just lost a melee but they do still apply

are halted at 2” as normal and are simply

to a unit that is the target of a charge and

moved into contact when it comes time to

has to take a morale test due to losses

resolve that melee, unless either of them has

sustained in the fire phase.

(28)

Melee

Infantry and cavalry only fight with the front rank of stands. Combat is fought between the stands that are in contact and one stand overlap on each flank. It is against the spirit of these rules to try to 'clip' an enemy unit so that you gain some advantage in melee - the maximum number of stands possible should be brought into contact in a melee.

Each stand in combat rolls 1D6 - except for skirmisher stands who roll 1D6 per 2 skirmish stands. If you are attacking the enemy in the flank or rear then calculate how many melee dice you would normally use and then double that number.

To count as a flank or rear charge at least 50% of the front rank stands of the charging unit must be in the target’s flank or rear arc.

In the following example (A) is a frontal charge, (B) and (D) are flank charges while (C) is a rear charge.

FRONT

REAR

(29)

When you have worked out how many stands are fighting and the number of D6 you will roll you need to calculate which attacks will cause casualties. The basic to hit number is 4 or more on a D6 for all troops.

Melee Table

Green morale class

Formed troops against unformed troops

Opponent is defending linear obstacle, in building or uphill of you You are in deeper formation than the enemy

You are unsteady

Veteran morale class

Cavalry receiving a charge at the halt

Shock troops charging against non-shock troops

Base to hit number is 4+ on a D6. A roll of 6 will always hit and 1 will always miss no matter what the actual modified hit number is.

-1 +2 -1 +1 -1 +1 -1 +1

Horse mounted fighting against camel mounted -1

Foot vs. mounted -1

A roll of 1 always misses, 6 always hits no matter what the modifiers, there is no optional rule about requiring numbers higher than 6 to hit as there is with firing - with melee a 6 will always hit and a 1 will always miss.

If enough hits have been inflicted to remove stands then they are taken off each unit now - this may result in one or other unit being wiped out - if this is the case the other is automatically the winner!

(30)

Leader Bonus in Melee

A unit that is involved in a melee and which also has a leader attached may add +1 to the number of hits that it has caused for purposes of determining who has won or lost the melee. Note that this bonus does not actually inflict any casualties, it is simply added to give the unit with the attached leader a better chance to win the melee that has just been fought. No matter how many leaders or their quality you may only gain a +1 bonus to the melee resolution. You may apply it to each round of the melee if there is more than one but multiple commanders attached to a unit or multiple units with commanders attached will not increase this bonus to more than +1.

Example

A 7 stand strong French infantry unit in column (A) is in melee with a 5 stand strong British infantry unit in line (B). The French

To see who wins the melee simply compare have a +2 commander attached to their

the amount of hits each side has done to the unit. In the first round of melee the French

other, add any leader bonus that may apply have 2 stands in contact while the British

and the person who has the most has won the have 4. The French manage to get 2 hits

melee. while the British get 3 so 2 hits are marked

on the British unit while a stand is removed

If the winning unit had charged into the melee from the French - there is an immediate

they may now move up to occupy the ground if leader casualty roll for the French

they want, so long as this does not bring them commander but he survives. Normally this

into contact with any new enemy forces. would mean that the British unit (B) has

won the melee (3 hits to 2) and the French

would be forced to retire unsteady but with OPTIONAL RULE Some cavalry and

the commander attached the French will fanatic infantry may be forced to make a

add +1 to their total meaning that this round charge at the enemy after they have won a

is a draw. melee. Troops that are compelled to

charge must make a charge declaration in

A second round of melee is fought their next turn so long as there is at least

immediately - in this round all troops on one enemy unit that is a valid target. This

both sides are involved so the French will may be at the unit they have just defeated

be able to roll 6 dice while the British roll 5. or at any enemy unit - they do not have to

This time both sides get 2 hits. They are charge the closest enemy but it must be a

marked against the French unit but are not valid target - within range, arc and

enough to remove another stand while the unobstructed. The period specific rules will

British unit removes a stand and marks the tell you which troops may be affected and

remaining hit against it. Because of the what their chances of 'suffering' this rule.

French commander bonus unit A has now Of course if they are not forced to charge

won this melee by 3 to 2 so the British are next turn they may still do so if they wish.

(31)

deployed when they opt to flee the crew will

Special Disordered Cavalry Rule

abandon their guns and flee 2D6” if foot artillery and 3D6” if horse.

If mounted troops are fighting in melee against troops behind a linear obstacle such

If the artillery piece is limbered the crew may as a wall, against elephants, against troops in

opt to flee but will take their guns with them - woods or against a square then they will only

again they flee 2D6 or 3D6 depending on hit on a die roll of 6 - no matter what other

whether they are foot or horse artillery. Like modifiers they may have. This applies to the

skirmishers any artillery stand that flees will first and any subsequent rounds of melee.

count that flee move as its entire movement for that turn - it may not now move and/or

Special March Column in Melee

deploy or fire.

Rule

Artillery will roll 1D6 per stand engaged and If a unit is in march column and becomes

hit on a 4+ with all of the usual modifiers. The engaged in melee then it will only hit on a D6

attackers will get to fight with any stands in roll of 6 - no matter what other modifiers they

contact and any that are overlaps - just as may have. This applies to the first and any

normal. Artillery stands will always count as subsequent rounds of melee.

unformed troops whether they are limbered or deployed.

Drawn Melee

Shock Cavalry Special Rule

If it is a draw after the first round of melee then

move straight onto the second round and

Shock cavalry will always rout any infantry or keep doing this till one side or the other has

artillery unit that they beat in melee, even if won. During the second round of melee all

that unit is in good morale at the start of the stands in every unit get to fight no matter

melee. They do not automatically rout other which rank they are in or whether they are in

cavalry though. contact.

Multiple Units in Melee

Some of the melee dice roll modifiers may no

longer apply after the first round of combat.

You should work out which stands are Those that do not apply are:

attacking which enemy units and calculate the casualties as normal but the total target behind linear obstacle,

casualties are applied to the melee result to in building or uphill

see which side has won as one large melee. cavalry receiving a charge at the halt

No matter how many leaders are involved shock troops charging

only one leader per side has his bonus applied but you may choose the highest and in addition if a unit charged its opponent

leader involved to add his bonus to your in the flank or rear they will not get to roll

side’s result. double the number of melee dice in

subsequent rounds of melee.

Capturing Guns

The loser of the melee is forced to rout

If artillery stands are forced to retire as a (12”/20”) if already unsteady or is forced to

result of losing a melee they will take their retire unsteady (2D6/3D6) if currently in good

guns with them. If they are forced to rout then morale. There are no break tests or morale

the guns are considered lost to the enemy. tests for winner or loser, the loser is simply

forced away and its morale gets worse.

Squares in Melee

Artillery in Melee

A square that is beaten back will change formation to attack column - it may not move When artillery stands are charged they will

(32)

All units start the battle in good morale but as it

Morale Tests

goes on they will be forced to take morale

tests as a result of losing casualties. Towards the end of each turn just before the melee phase there is a morale phase where When a unit loses a stand or a single figure every unit that has lost a stand or is a single stand takes a casualty during a turn it will have figure stand that takes a casualty will have to to take a morale test during the morale phase. take a morale test. In large games or those If it fails then its morale will get worse - if it where one player has a lot of units to control it passes then its morale will remain the same. may be worthwhile marking units that need to When a unit reaches 50% or more losses in take a test to help you remember.

stands it suffers far more badly from morale

effects - this is described as 'The 50% Rule' Only one test will be taken per unit per turn, no which is gone into in more detail later on in this matter how many things are affecting them or

chapter. how many stands or casualties they have

taken. Note that even though a charging There are 3 levels of morale that a unit can be morale test has slightly different modifiers to a

in: normal morale test it is still the only morale

test that the unit will have to take this turn. Good morale is the standard starting

status of all units and stands and it

OPTIONAL RULE Sauve Qui Peut! A unit

cannot get better than good.

may voluntarily rout during the morale

The next level down is unsteady - this is a

phase no matter what its current morale

combination of disorder and failing

status is, it is treated exactly as any other

morale. Unsteady troops will suffer

unit that has routed in this phase.

penalties to firing and in combat and if they fail a morale test will go to the next

level down which is Rout. The starting morale for a unit depends on its Routing troops have lost all semblance of morale class. Green start at 5, Regular at 4 organisation and they are simply thinking and Veteran at 3. To pass a morale test the of saving their own skins. Routing troops unit rolls a D6 and needs to get a result equal may be rallied so long as they have not to or greater than their starting morale suffered too much so far during the number. The modifiers on the morale table

battle. are applied to the D6 die roll. No matter the

modifiers a roll of 6 will always pass and 1 will always fail.

If the morale test is failed the unit morale will get one level worse. From good to unsteady and from unsteady to rout. This is a sliding scale up and down so a unit in good morale must go from good to unsteady morale before it goes to rout (though there are some melee results that can change that). Likewise if a unit that is currently routing passes its rally test it then goes up one level to unsteady rather than directly to good morale.

References

Related documents

Such a collegiate cul- ture, like honors cultures everywhere, is best achieved by open and trusting relationships of the students with each other and the instructor, discussions

Offers and kidzee kalyan nagar is a east facing property also, such kind of tangy and ambience barbeque nation hospitality limited may also use the information.. Receiving a food

If this balance is a negative, the employee has used more leave than he/she has earned and will owe MCPS the dollar value of those hours upon termination or retirement from MCPS.

Studies were included in the review if they fulfilled the following criteria: (1) published in the English language; (2) included women with PCOS; (3) presented (3.1) comparison

Staff recommends that Council approve an additional $19 million loan financed through the existing Clean Water State Revolving Fund (CWSRF) and an additional $7 million

The variable T* represents local statutory corporate tax rates, and w* represents withholding tax rates imposed by foreign countries on royalty payments to the

'Finance/Banking/Insurance' and 'Information and Communication' both have sufficient responses (20 & 44 respectively), but the other industries do not. This is something

Notwithstanding this finding, we may con- clude that while binarity does not lead to all binaries being more luminous than single stars, the hardest and most luminous stellar