Musket & Pike


Artillery Light Infantry Two-Hex HI
A disabled or captured artillery unit can not be used to trace an LOC.

Exception:
unlimbered Artillery units may fire even if out of command.

5.5.4 An unlimbered Artillery unit is exempt from orders
restrictions and is not forced to limber to get into command.
However, wagons and limbered artillery units are subject to
all command restrictions except when the Anti-Suicide Clause
below applies.

5.6.1 CHARGE:
If the active unit starts or moves adjacent to an enemy unit that is
not in the front of another friendly unit, the active unit may not move
further other than to change facing, wheel, or exchange stacking
positions with an artillery unit stacked in its hex (8.3.1). (Exception:
An active unit need not stop if the enemy unit is a lone artillery or
wagon unit. See 11 .5.1.)

ANTI-SUICIDE CLAUSE: A Light Infantry or limbered Artillery
unit is never required to move adjacent to the front of an enemy
Heavy Infantry unit. If an enemy Heavy Infantry unit is the closest
enemy units to the Light Infantry or limbered Artillery unit, the moving
unit must move towards the HI unit, but does not have to move
adjacent to its front even if the moving unit begins the activation
two hexes away from the HI unit.


6.2.3 ARTILLERY: An Artillery unit not on its Fired side can change
facing any number of vertices in lieu of firing (whether normal fire
or Reaction Fire). Flip the Artillery unit to its Fired side if it changes
facing. Limbered guns have no facing, so you don’t have to pay any
facing change costs for them.

>> 6.3.1 FORMATION STATES: 
All Formation states do not apply to Wagons or Artillery

Artillery stacked with a unit in Hedgehog may not fire.

7.3.3 LIMBERED GUNS: Artillery may limber or unlimber in lieu
of moving or firing on a given turn. This means an artillery unit
may not move or fire during the whole turn in which it limbers or
unlimbers. Once limbered, mark the unit with a Limbered Guns
marker. Limbered guns have a movement allowance of 2 and use
the Heavy Infantry column of the TEC. Limbered guns do not take
formation hits from movement. Limbered guns are subject to Out
of Command effects (5.4.3). Limbered guns are treated as normal
Artillery for all other purposes. (Limbering is not available to Artillery
in This Accursed Civil War due to the limited nature of artillery
transport in the English Civil War.) A Limbered Artillery unit may
not go into Column or assume Open Order. A Limbered Artillery unit
may enter a hex with a friendly Infantry or Cavalry unit if allowed
to stack with that unit by 8.1.1. However, it must then stop for the
current activation. Either unit may move out of the hex in a future
activation, but they may not move together as a stack.

• >> One Artillery unit or one Wagon may stack with an Infantry
or Cavalry unit (8.3).
• >> Two Artillery units or two Wagons may stack with a two-hex
Heavy Infantry unit (one Artillery unit or Wagon in each hex) (8.3
and 8.5).

8.1.2 The stacking rules are in effect at all times. Units may not move
through friendly units during movement, Interception, or retreats.
Exception: Units may move (8.3), Intercept (9.3) or retreat (11 .4.3)
through friendly Artillery units.

• An Artillery unit may Reaction Fire to enemy Fire up to its
maximum range (counter-battery fire), and Reaction Fire to other
triggers up to its grazing fire range. An Artillery unit may only
Reaction Fire through its frontal arc (see diagram on page 18).

8.3 Stacking with Artillery
8.3.1 When a unit stops movement in a hex occupied by an Artillery
unit, the player must decide which unit will be on top of the stack.
Only the unit on top may engage in Fire Combat or be the target of
Fire Combat, but the bottom unit may otherwise React and is subject
to Grazing Fire (10.8.3). If an Artillery unit is stacked on top of a
two-hex Infantry unit, the half of the Infantry unit not stacked with
the Artillery unit can still fire. Captured and Disabled artillery units
must always be placed and remain at the bottom of a stack.
8.3.2 The order of the stack may only be changed by the non-Artillery
unit performing a Move, Advancing Fire, or Retreating Fire Action
when activated OR in lieu of a Reaction Fire by the Artillery unit.
In the latter case, neither the Artillery unit nor the unit it is stacked
with perform Reaction Fire; instead, the Artillery unit is flipped to its
Fired side and placed at the bottom or top of the stack. If already on
its Fired side, only a Move, Advancing Fire, or Retreating Fire Action
by the non-Artillery unit can change the stack order. A Formation
Broken unit may change stacking position with an artillery unit.
8.3.3 An Artillery unit and the other unit stacked with it may be in
different morale or formation states and may face different directions.
An artillery unit may stack with a unit of any Wing.
8.3.4 If a two-hex Infantry unit is stacked with an Artillery unit in
each hex, both Artillery units must be in the same position--either
on top or on bottom. If an Artillery stacked on top of an Infantry
unit is disabled, the Infantry unit suffers any excess losses. It may
react in such a situation if otherwise eligible.

A Wagon unit cannot stack with
an artillery unit or another Wagon.

9.3.7 Cavalry may intercept through a friendly artillery unit, though
it loses Momentum for doing so. Cavalry may not intercept through
enemy artillery units.

9.4.3 ARTILLERY REACTION FIRE: Artillery may Reaction Fire
on any unit that fires on its hex, or moves within its Grazing Fire
Range. The target unit must be within range and within the Artillery
unit’s frontal arc.

9.4.4 In addition to regular fire, changing the position of Artillery in
a stack in lieu of actually firing (8.3.2) is also considered “Reaction
Fire” for its trigger.

9.4.5 TAKING COVER: If a unit in a Castle, Town, Village or
Chateau hex is eligible for Reaction Fire against enemy Musket or
Pistol (but not Artillery) Fire, the unit may “take cover” instead of
returning fire.

Artillery may fire through its frontal hexes only.

10.3.5 INFANTRY STACKED WITH ARTILLERY: An infantry
unit stacked with an artillery unit may perform Advancing Fire or
Retreating Fire without leaving the hex.
A. Prerequisites to Both:
• The artillery unit cannot have a Disabled or Captured marker, but
can be on its Fired side.
• The hex in question is adjacent to an enemy unit.
B. Advancing Fire. If the infantry unit starts under the artillery
unit, place the infantry on the top of the stack. Fire the infantry unit
as with Advancing Fire, above. (The infantry unit can be under any
Orders to do this.) Eligible enemy units may then React as with
Advancing Fire.
C. Retreating Fire. If the infantry unit starts on top of the artillery
unit, fire the infantry unit and perform Reaction with eligible
enemy units as with Retreating Fire, above. Then place the infantry
on the bottom of the stack.

Artillery is eliminated if it takes a [SP] hit, and is immediately
replaced with a ‘Disabled Guns’ marker (10.8.9).

10.6.6 FORMATION HITS: If a target unit is already Formation
Broken, Morale Broken (no formation), or in Hedgehog, then any
Formation Hit on that unit caused by Artillery, Heavy Infantry, or
Light Infantry fire becomes a Casualty hit instead

10.8.7 FORMATION HITS: Artillery that takes a formation hit
checks morale instead. Thus, if it gets a “FH + MC,” make a Morale
Check with a +1 modifier.
10.8.8 MORALE BROKEN: Artillery that becomes Morale Broken
does not retreat. It is unable to fire or change facing until rallied.
10.8.9 ELIMINATION: Artillery units that are eliminated by any
means (Fire, Close Combat, being retreated through) are marked
with a Disabled Guns marker. The Artillery unit counter is never
removed from play. If an enemy unit enters an Artillery unit’s hex
during movement or advance after Close Combat, the Artillery
unit is captured; flip the Disabled Guns marker over to its captured
side. This way ownership of the guns (for determining victory) may
change hands several times before a battle is over. Disabled, captured
or recaptured guns may never be re-crewed by either side.
Disabled and captured artillery units are no longer considered to be
units for purposes of tracing command ranges, being combat targets,
blocking LOS, or affecting movement orders, and are always placed
at the bottom of a stack.

10.9.1 LOS may not be traced through hexes containing Wagons,
Heavy Infantry, or Cavalry units, but these hexes do not block
Grazing Fire (10.8.3). An LOS may be traced through other units
and leaders.
Exception: An enemy artillery unit blocks LOS for determining
whether Interception is possible (9.3.1d).

An artillery unit may not fire over or through a
friendly or enemy unit, even if that unit does not otherwise block
LOS, unless it’s in a dead zone.

• A cavalry unit loses Momentum if it Intercepts through or into an
artillery unit that is not Disabled or Captured (9.3.7 and 11 .5.1).

>> 11.4.3 STACKING AND RETREATS: Units may not retreat
into or through friendly units during a retreat. Exception: A unit may
retreat through an Artillery unit, but the Artillery unit is immediately
marked with a Disabled Gun marker.

11.5 Artillery in Close Combat
11.5.1 An enemy artillery unit alone in a hex is automatically captured
when a friendly unit enters its hex during movement, performs
a Close Combat against it, OR advances or pursues into the hex after
Close Combat. The friendly unit automatically enters the hex and
does NOT take a Formation Hit (unless called for by the terrain).
A Cavalry unit that moves through an enemy artillery unit loses
Momentum, but an infantry unit does not.
>> Note: This section also applies to lone Wagon units. See 14.1.
11.5.2 Artillery stacked with another unit in Close Combat is ignored.
If the non-Artillery unit loses the Close Combat then the Artillery unit
is captured and a Captured Guns marker is placed on it. If an Artillery
unit is stacked with half of a two-hex Heavy Infantry unit, and
the other half of the HI suffers an elimination or retreat result from
Close Combat, leave the Artillery unit but place a Disabled marker
on it (treat it as a retreat through the Artillery as per 11 .4.3)

A Light Infantry unit stacked
with an Artillery unit that is “ignored” per 11 .5.2 is not considered
to be alone in its hex

B) Pursue and Eliminate: Advance the Cavalry unit along the
retreat path into the hex occupied by the retreating unit and then
eliminate the retreating unit and capture any artillery the Cavalry
moves through

12.3 When to Check Morale
A unit must make a MC for:
• If an Artillery unit, receiving a formation hit result from Artillery
fire (10.8.7).

Morale Broken units must move in the
Rout Movement Phase (see 1 3.4) except Morale Broken Artillery

12.4.4 MORALE BROKEN ARTILLERY: An Artillery unit that is
Morale Broken may not perform any type of fire, normal or reaction.
Artillery never retreats or uses rout movement; if Morale Broken, it
stays in place until rallied or eliminated.

If a stack contains Artillery
and another unit and one of them fails a Morale Check, the other
unit is not affected		
		
>>ANTI-SUICIDE CLAUSE: A Light Infantry or limbered Artillery
unit is never required to move adjacent to the front of an enemy
Heavy Infantry unit. If an enemy Heavy Infantry unit is the closest
enemy units to the Light Infantry or limbered Artillery unit, the moving
unit must move towards the HI unit, but does not have to move
adjacent to its front even if the moving unit begins the activation
two hexes away from the HI unit.

• Cavalry and Light Infantry: 1 MP per vertex changed.

Thus, a Cavalry unit that starts stacked with a Light
Infantry unit has a movement allowance of 6, even if it moves off
the Infantry unit.

8.2 Cavalry and Light Infantry Stacking
8.2.1 A 1 or 2 strength Light Infantry unit may stack with one Cavalry
unit of the same Wing. While stacked, treat the units as one unit,
with the same facing, same Formation state, and same Morale state.
The effects of this are as follows:
• The movement allowance of the combined stack is six for all purposes
using the Cavalry movement point costs on the TEC.
• Both units may Fire, and both may Reaction Fire when the stack
is fired upon. Accumulate the effects of both fires before implementing
any results.
• Both units must share the same facing.
• If the stack engages in Close Combat the Light Infantry unit is
ignored for all purposes. If the Cavalry unit is eliminated, the
Light Infantry unit is, too.
• If a Cavalry unit retreats or advances after combat, the Light Infantry
unit goes along with it. If the Cavalry unit pursues (11 .7)
the Light Infantry unit is left behind (11 .7.3).
• Both units in the stack suffer all formation and morale hits/effects.
Only one of the units (owner’s choice) takes an inflicted casualty
hit. If either unit reaches its casualty threshold, the entire stack
suffers the effects.
• The morale rating of the Cavalry unit is used for all Morale Checks
(10.6.2).
• They Rally or Reform together, using one action.
• If forced to Rout Move, split the stack and move each unit its full
movement allowance.
• The Cavalry unit may intercept, leaving the Light Infantry unit
behind (but with a MA of only 6, it can’t intercept enemy Formation
Normal cavalry).

8.2.2 A Cavalry unit that moves into a hex that already contains a
Light Infantry unit must stop—it may not pass through. The converse
is also true, a Light Infantry unit must stop if it moves into a hex that
contains a Cavalry unit. The moving unit must change its facing to
be the same as the non-moving unit’s; if it can’t do so, it can’t enter
the hex. If the unit in the hex has not yet moved in the activation,
it may not move that activation. In the next activation, the stack
may move together as a stack. When units move together to form
a stack, both units assume the worst morale and formation state of
either units. Thus, if a Morale Shaken/Formation Normal Cavalry
unit stacks with a Morale Normal/Formation Shaken Light Infantry
unit, both units are now Morale Shaken/Formation Shaken

• A cavalry unit stacked with light infantry can acquire Momentum.

A Light Infantry/Cavalry
stack may retreat together. A Light Infantry unit that retreats may
end its retreat stacked with a Cavalry unit and vice-versa. In that
case, however, if the unit doesn’t retreat the required distance, apply
11 .4.5.

11.6 Light Infantry in Close Combat
>> Light Infantry may initiate and participate in Close Combat
ONLY against other Light Infantry and lone artillery and wagon
units. If a Light Infantry unit with a current strength of one alone in
a hex is attacked in Close Combat by anything other than another
one strength point Light Infantry unit, it is automatically eliminated.
The attacker advances into the hex and does not take a Formation
Hit (unless called for by the terrain). A Light Infantry unit stacked
with an Artillery unit that is “ignored” per 11 .5.2 is not considered
to be alone in its hex.

11.7 Cavalry Pursuit
• If the Broken unit or Eliminated unit is Light Infantry, do not
check for pursuit; instead the Light Infantry either retreats away
(if Morale Broken) or is eliminated, and the Cavalry advances
after Close Combat normally.
11.7.3 Cavalry stacked with Light Infantry will leave the Infantry
behind, but leaders will pursue along with any Cavalry with which
they are stacked

12.4.5 STACKING EFFECTS ON MORALE CHECKS: If a stack
contains both Light Infantry and Cavalry, use the Cavalry’s Morale
rating for all Morale Checks (see 8.2.1). If a stack contains Artillery
and another unit and one of them fails a Morale Check, the other
unit is not affected.

		
		
A leader stacked with a two-hex infantry unit must be specifically
placed in one of its two hexes.

5.6.3 RECEIVE CHARGE: 
A two-hex unit may change facing by wheeling one
hex (assuming it is allowed to enter the hex and has the movement
points to do so) as long as at the end of its move at least one half of
the unit is adjacent to the hex it started in, and neither half is adjacent
to an enemy unit it did not start adjacent to.

6.1 Facing
>> Position each unit in its hex so
that its front faces a vertex of its
hex. (Exception: Two-hex units
in Column, 6.3.4.) 
6.2 Changing Facing
6.2.1 MOVEMENT COST: Units must pay movement points to
change facing.
• Two-hex units - Must “wheel” forward to change facing. One half
of the unit remains in its hex while the other moves and pivots
around the stationary hex as shown below. It costs one MP plus
the terrain cost incurred by the moving portion of the two-hex
unit (see Terrain Effects Chart) to wheel one hex. Two-hex units
may not wheel backwards.

6.3.4 COLUMN: Changing from column to battle line
was exceedingly difficult in this period. 
When a two-hex unit is in Column, its right half is treated as the
“head” of the column, with that hexside (which normally would be
its flank) as the unit’s front. Place the column marker on the right
half of the two-hex unit and facing in the proper direction.
TAIL: Because all movement is keyed on the “head,” this may cause
the “tail” to pivot about. Such pivoting is done without additional
cost but cannot be done into a hex prohibited to movement.

When changing a two-hex
unit out of Column, the player can choose which half, left or right,
becomes the new front. (In other words, he can leave the unit with
the orientation it had when in Column, or flip it 180 degrees.)

>> 7.1.2 TWO-HEX UNITS: If one half of a two-hex unit moves
through different terrain than the other half, always use the higher
MP cost (and Formation Hit cost, if any). If one half of a two-hex
unit crosses a hexside feature before the other half does, the MP cost
(and any Formation Hit cost) of the hexside feature is paid twice (at
the moment each half crosses).

7.3 Movement and Formation Hits
7.3.2 TWO HEX UNITS: For two-hex units, if one half moves
through terrain that causes a formation hit while the other is in clear
terrain, the entire unit is still affected. Similar to 7.1.2, if one half of
a two-hex unit crosses a hexside feature before the other half does,
the formation hit of the hexside feature is paid twice (at the moment
each half crosses).

7.3.5 BRIDGES. If not in Column, a two-hex Heavy Infantry unit uses the following
to cross a bridge hex or hexside.
• The unit’s formation must be Formation Normal or Open Order.
• The unit must start the activation adjacent to the bridge hexside
or hex with the bridge in one of its front hexes or hexsides.
• The unit then uses its whole movement allowance to cross the
bridge and ends up on the other side such that the bridge is in
one of the unit’s rear hexes or hexsides. In essence, it “squeezes”
across the bridge.
• It maintains the same facing after the crossing and the other hex it
ends up in must be one it could enter in normal movement.
• After crossing, a Formation Normal unit becomes Formation Broken.
A two-hex infantry unit may initiate combat across a bridge hexside
or bridge hex against an enemy unit on the other side, but is considered
to be Formation Broken during the Close Combat. If victorious,
it may advance across the bridge following the movement rules and
restrictions.

7.4 Reinforcements
If only one hex is specified, a two-hex unit
may enter in that hex and one of the adjacent hexes.

>> Two Artillery units or two Wagons may stack with a two-hex
Heavy Infantry unit (one Artillery unit or Wagon in each hex) (8.3
and 8.5).

Stacking with Artillery : see Artillery

9.1.4 TWO-HEX UNITS: Both halves of a two-hex unit must undertake
the same type of Reaction, and both halves may React (if
otherwise eligible) even if only one half was triggered.

9.2 Reaction Movement
9.2.2 FACING CHANGE
b) Two-hex units may pivot (6.2.1) half their counter up to two
hexes. The new hex or hexes that the moving half of the unit enters
during a Reaction Facing Change may not be adjacent to an enemy
unit unless the wheeling unit is under Charge Orders. A two-hex unit
under any Orders may also pivot and move adjacent to an enemy
unit if the pivoting unit’s stationary half is already adjacent to that
enemy unit, and the pivoting half does not move adjacent to any
other enemy unit.


9.4 Reaction Fire
9.4.1 Generally, perform each Reaction Fire as soon as it is triggered.
However, a unit eligible for Reaction Fire against both sides of the
same two-hex unit does not Reaction Fire until both fires from the
two-hex unit have been resolved.

Each hex of a two-hex
unit can only fire into hexes adjacent to itself (for example, the left
side can’t fire into the right front hex).

10.1.4 OTHER BASICS: Units may not combine fire. Each unit
fires individually and the results are applied immediately. A given
unit may be the target of more than one Fire Combat in an activation.
Units fire by hex, so a two-hex Heavy Infantry unit would
fire twice, but the fire from both halves is together considered one
action and both are resolved before the enemy gets any Reaction
Fire. A two-hex unit does not have to fire at the same target unit. If
the same unit receives fire from both halves of a two-hex unit, any
casualties or formation hits incurred are cumulative, but the unit
performs only one Morale Check, with a +1 modifier to the roll if a
second MC is incurred.

10.4 Salvo Fire (Heavy Infantry Only)
If only half of a two-hex unit
Salvo fires in any one fire opportunity, mark the whole unit as having
Salvo fired. However, both sides may Salvo during the same fire
opportunity, and in this case neither fire suffers the –1 modifier.

10.6.3 SALVO FIRE AND MORALE: All units must check morale
if they are the target of Salvo Fire, whether they suffer a hit from
that fire or not. If a unit is the target of Salvo Fire by both sides of
a two-hex unit at the same time, the unit incurs only one Morale
Check due to Salvo Fire.
NOTE: A unit Salvo Fired at by both sides of a two-hex unit suffers
only one Morale Check for the Salvo, but could accumulate
two more Morale Checks under 10.6.3 if the results of both fires
included MC results.

10.6.6 FORMATION HITS: If a target unit is already Formation
Broken, Morale Broken (no formation), or in Hedgehog, then any
Formation Hit on that unit caused by Artillery, Heavy Infantry, or
Light Infantry fire becomes a Casualty hit instead. If a unit is the
target of fire by both sides of a two-hex unit at the same time, and
both fires result in a Formation Hit, the unit incurs both hits.

10.8.4 GRAZING FIRE AGAINST TWO HEX UNITS: If the line
of fire traces through both hexes of a two-hex unit, then the unit is
attacked twice (once for each hex).

An LOS to a two-hex unit is traced to either
hex the unit occupies (firer’s choice).

11.1.3 TWO-HEX INFANTRY UNITS: These units may only attack
a single hex. The defending unit must occupy, or have at least
one hex (for two-hex units) in the center front hex of the attacking
unit. When attacked, a two-hex unit defends as a whole, even if the
attacker is adjacent to just one of its hexes. The uninvolved side
cannot perform Reaction Close Combat by itself.
NOTE: This represents the inherent inflexibility of the musket and
pike formations. The pikes were in one large block in the center
of the formation with the muskets divided evenly on either side.
Thus, a two-hex unit may only Close Combat with units in its front
center hex.

11.1.4 MULTI-HEX COMBAT: A unit may only attack one hex.
However, more than one unit may attack the same hex. Combine
the strengths of all units attacking the same hex. Similarly, if both
hexes of a two-hex unit are being attacked, the strengths of all the
attacking units are combined, and the attack is resolved as one Close
Combat. If units of different types (Cavalry or Infantry) and/or different
terrain attack a hex, the modifiers most advantageous to the
defender are used.

A two-hex HI unit may not initiate Close Combat across a bridge
or through a bridge hex.

11.4.4 TWO-HEX UNITS IN RETREAT: Both halves of a two-hex
unit must retreat, even if only one half was attacked. In other words,
a two-hex unit cannot retreat by pivoting

11.4.8 TWO-HEX UNITS IN ADVANCE: If a two-hex unit advances
after combat, both halves of it must advance if possible. If attacking
a one-hex unit and only a one-hex gap opens after the retreat, then
the two-hex unit must wheel so that only one half enters the vacated
hex. A two-hex unit cannot change facing after advancing

13.4 Rout Movement
>> 13.4.1 
Only one hex of a two-hex unit
(owner’s choice as to which one) needs to use its full MA. They do
not have a formation state and do not take formation hits for movement.
Routing units follow the line of least resistance, so they may
move around other units even if that means they temporarily move
in a direction other than towards a friendly map edge.
>> Note: Rout Movement is less restrictive than retreating from
combat (11 .4.2 to 11 .4.5). For instance, two-hex units may pivot
(for instance, to “squeeze” through a one-hex gap) when performing
Rout Movement.		
		


Above the Fields