All combat pieces are 1″ x 1″ x 1/8 ” wooden squares. mounted on each square are two (horse), four (foot), or six ( foot) 10mm figures. A few specialty pieces such as guns or dismounted dragoons may have odd numbers of figures. This page has several sub-pages that cover Foot, Horse, and Guns separately.
Each combat piece is assigned a simple set of values that define its capabilities:
Piece Name: What each piece is called when building Orders of Battle for any game scenario (historic or imagined).
Piece Symbol: How the piece is represented in an Order of Battle Sheet. Their use allows units to be assembled with a selection of different combat pieces. The symbol has one or more icons to roughly represent the appearance of the piece and the number and configuration of the figures present on it.
Quality: Indicates the Quality Value (QV) of the piece, a reflection of its training, experience, morale, and motivation. The lower the QV (blue number) the better the piece. This value is used in assembling a Unit QV and is critical in attempting to recover a disrupted piece. It is also used to determine (6 – CV) the ability of the piece to absorb enemy fire (the red number in parenthesis – higher being better). QV may range from 1 to 6 (although 1 is rare).
Combat: Indicates the Combat Value (CV) of the piece, a reflection of its weapons (offensive and defensive), discipline and overall strength. The higher the CV (green number) the better the piece. This value is used in close combat (melee’) with enemy pieces. CV may range from 1 to 6.
Fire: Indicates the Fire Value (FV) of the piece, a reflection the projectile weapons present, their number and the skill with which they are employed. The higher the FV (red number) the better the piece. This value is used in fire combat and may range from 0 to 4.
Range: The distance at which a ranged weapon may be effectively employed. All measurements are made with a set of sticks (short, medium, long or xtra-long). Because of the vastly increased range of artillery a separate set of sticks are used.
Movement: How far a piece maybe moved per movement action executed. The same set of sticks used for range are used for movement.
Class: Some types of combat pieces (most notably musket and pike) have a variety of possible training and experience which will cause some or all of their base values to be modified. Most combat piece types have only a single class (the base class).
There are several general categories of combat pieces:
Gun Combat Pieces
Special Combat Pieces
return to Basic Rules of Play