TEXT: 62
  QUICK REFERENCE SHEET
  TURN SEQUENCE
  1. Move commanding generals.
  2. Dice for movement initiative.  
  3. Movement phase, including charges and firing at chargers.
  4. Dice for firing initiative.
  5. Firing phase: firing followed by reaction.  
  6. Melee phase: melee followed by reaction.   
  7. Rally phase.    
  8. Check Army Breaking Points.
  COMMAND PERFORMANCE
  Command Performance
  D6 Roll
  Dithering
  Dependable
  Dashing
  1
  Feeble
  Poor
  Steady
  2
  Poor
  Steady
  Steady
  3
  Steady
  Steady
  Steady
  4
  Steady
  Steady
  Steady
  5
  Steady
  Steady
  Admirable
  6
  Steady
  Admirable
  Inspiring
  COMMAND DISTANCE: 15CM
  Outside command distance, units roll 4–6 for initative. +1 superior unit,  
  -1 inferior unit.
  NORMAL MOVES
  Normal Moves
  Close order infantry
  20cm in line, 25cm in march column
  Light infantry
  25cm in any formation
  All cavalry
  30cm in line, 40cm in march column
  All limbered field artillery
  20cm, 25cm on roads
  Manhandle light/medium/heavy 
  guns
  To front or rear: 15cm/10cm/5cm
  To flank: 10cm/5cm/no move
  Horse artillery
  30cm, 40cm on roads
  Transport
  15cm, 20cm on roads
  Command figures
  60cm at all times
  COUNTER-CHARGE
  Cavalry automatic if attackers move more than half normal move, otherwise 4–6. 
  Infantry 4–6 at any time. For both, +1 superior unit, -1 inferior unit.
  TURN TO FACE FLANK/REAR CHARGE,  
  CHANGE FORMATION AGAINST CHARGE
  If chargers move more than half normal move, roll 4–6.
  Turn To Face: +1 cavalry/light infantry, -1 if army deducts half a move for flank/
  rear movement.
  Change Formation: +1 cavalry/light infantry, -1 if army takes a full move to 
  change formation/unlimber.
  
  63
  RALLYING
  Rallying
  Distance from enemy units
  30–60cm
  More than 60cm
  Superior or Standard class
  Rally off 1 hit
  Rally off 2 hits
  Inferior class
  Rally off no hits
  Rally off 1 hit
  1 unit within 5cm of the commanding general removes 1 hit.
  Reforming takes one move stationary (can change formation in place but not 
  change facing).
  Change hit marker die to red when reforming. Cannot fire. If charged successfully 
  count as hit in flank.
  Rally off hits as normal when reforming. If unable to rally to 3 hits, must retreat 
  again next turn.
  FIRING RANGES
  Infantry Ranges
  Weapon
  Short
  Long
  Muskets plus battalion guns
  0–10cm
  10–30cm
  Muskets only
  0–10cm
  10–20cm
  Rifles
  0–15cm
  15–30cm
  Carbines
  0–8cm
  8–15cm
  Artillery Ranges
  Weapon
  Canister
  Effective
  Long
  Light guns
  0–30cm
  30–50cm
  50–70cm
  Medium guns
  0–40cm
  40–80cm
  80–120cm
  Heavy guns
  0–50cm
  50–100cm
  100–150cm
  Howitzers
  0–40cm
  40–70cm
  70–100cm
  Howitzers: D6 roll, 1–2 = -1 modifier.
  HIT TABLE
  A natural 5 always causes at least one hit.
  The Hit Table
  Modified Die Roll 
  (Average Die)
  0 or less
  1
  2
  3
  4
  5
  6 or more
  Superior Infantry 
  0
  1
  2
  2
  3
  4
  4
  Standard Infantry 
  0
  1
  1
  2
  3
  3
  4
  Inferior Infantry, 
  Standard Light 
  Infantry 
  0
  0
  1
  2
  2
  3
  3
  Inferior Light 
  Infantry 
  0
  0
  1
  1
  2
  2
  3
  Superior Artillery 
  0
  0
  1
  1
  1
  2
  2
  Standard Artillery 
  0
  0
  0
  1
  1
  2
  2
  Inferior Artillery 
  0
  0
  0
  0
  1
  1
  2
  Superior Cavalry 
  0
  1
  2
  2
  3
  3
  4
  Standard Cavalry 
  0
  0
  1
  2
  2
  3
  4
  Inferior Cavalry 
  0
  0
  0
  1
  2
  2
  3
  
  64
  Hit Table Modifiers
  Firing Modifiers
  Firer has moved
  -1
  Firing at long range
  -1
  Firer has 3 or more hits recorded
  -1
  Difficult target
  -1
  Target in light cover
  -1
  Target in heavy cover
  -2
  Target classed as superior
  -1
  Target classed as inferior
  +1
  Flanking or rear fire
  +1
  Firing from BUA, per fire direction
  -1
  Firing unit is small
  -1
  Firing unit is large
  +1
  Additional Artillery Firing Modifiers
  Canister
  +2
  Firing at head of march column
  +1
  Firing at 2 deep cavalry line
  +1
  Heavy gun (roundshot) vs. BUA or entrenchments
  +1
  Howitzer (shell) vs. BUA or entrenchments
  +1
  Howitzer (shell) vs. cavalry
  +1
  Melee Modifiers
  Cavalry charging
  +1
  Rolling unit has 3 hits or more
  -1
  Target in light cover
  -1
  Target in heavy cover
  -2
  Target uphill
  -1
  Target classed as superior
  -1
  Target classed as inferior
  +1
  Each supporting unit
  +1 (maximum 2)
  Rolling unit is artillery
  -1
  Light infantry vs. formed/close order
  -1
  Attacked in flank or rear
  -2
  March column
  -2
  Fighting from BUA, per direction
  -1
  Firing unit is small
  -1
  Firing unit is large
  +1
  DIFFICULT TARGETS (FIRING ONLY)
  • Target is light infantry or deployed artillery.
  • Target unit is more than half outside the firing zone, or more than half 
  obscured by terrain.
  • Target unit is up to half obscured by friendly troops.
  GRAZING FIRE
  Effective up to 30cm from front edge of first target. Line of fire through centre of 
  first target.
  Roll 3–6 on level/open ground. Obstacles/bad weather 5–6.
  REACTION TABLE
  Reaction to Firing
  Total Hits
  Effect
  5 or more
  Unit is Done For. Rout 1 normal move, then remove the unit in the Rally phase.
  4
  Loss of morale. Retreat at least 1 move but not more than 2 moves. Unit will need to reform before continuing in the game.
  3
  Continue as normal, but take a -1 modifier for fire and melee.
  2 or less
  Continue as normal.
  
SOURCE: textdata/thevault/Osprey System/Osprey Wargaming/Osprey - OWG 011 - Honours of War - Quick Reference Sheet.pdf