Competitive Play Mode Cooperative/Solo Play Mode
Action: Fire Minie Rifle/Rifled Musket Fire Smoothbore Musket Fire Repeating Rifle Fire ML Carbine Fire Breechloading Carbine Fire Repeating Carbine Fire 6# Smoothbore Artillery Fire 12# Smoothbore Artillery Fire Light Rifled Artillery Fire Heavy Rifled Artillery (20# Parrot) Fire Mixed Artillery Fire Siege Artillery
Firer Quality: Average Veteran Crack/Elite Green Raw
Figures Firing/Crew: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24
Range: 6 inches or less 6-9 inches 9-12 inches 12-18 inches 18-24 inches 24-36 inches 36-48 inches 48+ inches
Target In: Open Soft Cover Hard Cover
Modifiers:
Attacker Quality: Average Veteran Crack/Elite Green Raw
Number of Attackers: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24
Defender Quality: Average Veteran Crack/Elite Green Raw
Number of Defenders: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24
Unit Quality: Average Veteran Crack/Elite Green Raw
Action: Unit Taking Casualties from Fire/Melee Reform from Disorder Unit Fired On (Return Fire) Ordered to Charge Receiving Charge Fired on during Charge Unit Lost Melee Unit Routed Through
Unit Casualties: None Less than 25% Less than 50% 50% to 75% More than 75%
Modifiers: Unit Disordered Attacked from Flank/Rear Unit in Skirmish Unit in Hard Cover General with Unit Target of Charge Disordered Target of Charge Flanked Casualties from Artillery