Inspired by the recent series of “how to” videos by Lardy Rich, I thought I’d help out anyone new to Sharp Practice with these notes on the different troop types I made way back when I was new to the game. They simply summarise what each troop type can do. Others have found them handy, so here they are. Please do let me know if you spot any errors or omissions 😂
Irregular Skirmishers (e.g. Spanish Partisans, Rebel Skirmishers)
Skirmishers (e.g. Voltigeur Skirmishers, Loyalist Rangers)
Light Infantry Skirmishers (e.g. 95th Rifles!)
Elite (e.g. British Guards)
Regulars (e.g. British Line Infantry, Voltigeurs in Line)
Conscripts & Volunteers (French Line Infantry, Early Continental Line)
Militia (e.g. Rebel Militia)
Cavalry
Artillery
I had them printed on to cards and kept them handy as an aide memoire when playing. I hope you found this useful.
Irregular Skirmishers (e.g. Spanish Partisans, Rebel Skirmishers)
- Prefer to avoid contact and may evade (2D6" directly away) if an enemy attempts to close to Fisticuffs with them
- Cannot adopt a Skirmish Formation with other groups
- Deploy up to 12" from a DP
- Do not reduce the level of cover (if used as a skirmish screen) as they are not trained to operate as a screen
- Do not get the 'free' additional movement action afforded to Light Infantry and Skirmishers
- Gain +1 to hit only if firing from cover at Effective or Long range
- Count as being in one level of cover better than they are in
- Require a 6 to replace a slain leader
- Involuntarily withdraw 3" per point of excess shock when required to do so
- Loot on a 1-4
Skirmishers (e.g. Voltigeur Skirmishers, Loyalist Rangers)
- Trained to avoid contact and may evade if an enemy attempts to close to Fisticuffs with them
- Can sometimes adopt a Skirmish Formation with other groups (check army list)
- Deploy up to 12" from a DP
- Reduce the level of cover (if used as a skirmish screen) as they are trained to operate as a screen
- Get a 'free' additional movement action
- Gain +1 to hit only if firing at Effective or Long range
- Count as being in one level of cover better than they are in
- Require a 5+ to replace a slain leader
- Involuntarily withdraw 2" per point of excess shock when required to do so
- Loot on a 1-2
Light Infantry Skirmishers (e.g. 95th Rifles!)
- Trained to avoid contact and may evade if an enemy attempts to close to Fisticuffs with them
- Can adopt a Skirmish Formation with other groups
- Deploy up to 12" from a DP
- Reduce the level of cover (if used as a skirmish screen) as they are trained to operate as a screen
- Get a 'free' additional movement action
- Gain +1 to hit when firing
- Count as being in one level of cover better than they are in
- If in hard cover then may ignore the first kill in any round of fire
- Require a 5+ to replace a slain leader
- Involuntarily withdraw 1" (per point of excess shock) when required to do so
- Loot on a 1
Elite (e.g. British Guards)
- Deploy up to 6" from a DP
- Recover from uncontrolled volleys on a 2+
- Require a 4+ to replace a slain leader
- Involuntarily withdraw 1-4" (player chooses) per point of excess shock when required to do so
- Loot on a 1
Regulars (e.g. British Line Infantry, Voltigeurs in Line)
- Deploy up to 6" from a DP
- Recover from uncontrolled volleys on a 3+
- Require a 4+ to replace a slain leader
- Involuntarily withdraw 1" per point of excess shock when required to do so
- Loot on a 1-2
Conscripts & Volunteers (French Line Infantry, Early Continental Line)
- Deploy up to 6" from a DP
- If in Formation will suffer 1 shock per group for crossing a Major obstacle
- Skirmish troops moving through Conscripts & Volunteers formations will break the formation
- Loot on a 1-3
- Require a 5-6 to replace a slain leader
- Recover from uncontrolled volleys on a 4+
- Involuntarily withdraw 2" (per point of excess shock) when required to do so
Militia (e.g. Rebel Militia)
- Deploy up to 6" from a DP
- May affect Force Morale when beginning the game
- Cannot form an Open Column
- If wheeling backwards then move equal to lower dice
- If in Formation will suffer 1 shock per group for crossing a Minor obstacle
- If in Formation will suffer 2 shock per group for crossing a Major obstacle
- Skirmish troops moving through Militia formations will break the formation
- Loot on a 1-4
- Require a 6 to replace a slain leader
- Recover from uncontrolled volleys on a 5+
- Involuntarily withdraw 3" (per point of excess shock) when required to do so
Cavalry
- Deploy, 9" (impact), 12" (dragoons) and 18" (scouting or irregular) from DP
- May deploy at the walk, canter or gallop
- Will suffer 1 shock per group for crossing a Minor obstacle
- Will suffer 2 shock per group for crossing a Major obstacle (test for pulling up)
- Loot on a 1-2, Irregular cavalry 1-4 (?)
- If shooting (must be stationary) then target count as being in one level of better cover
- Cannot fire volleys, either controlled or uncontrolled
- Involuntarily withdraw 1" (per point of excess shock) when required to do so
- Require a 4+ to replace a slain leader
- If forced to withdraw due to excess shock then must recover all shock before advancing towards enemy
- Must canter or gallop to cross obstacle
- Dragoons may dismount -> unit of six figures
- Cannot wheel backwards
Artillery
- Very much prefer to avoid contact and may evade if an enemy attempts to close to Fisticuffs with them
- Deploy in contact with DP
- Movement, two actions, light/medium discard lower dice, heavy discard highest dice
- Cannot cross obstacles
- Loot on a 1
- Count as being in one level of cover better than they are in
- Two actions to reload, three if crew of two
- Firing ball reduces target cover level by one
- Firing canister (only three rounds) doubles shock
- Count as being in one level of cover better than they are in
- Require a 4+ to replace a slain leader
- Crew with excess shock hold their ground until shock is twice their strength
- Crew ignore terrain penalties when retiring broken
I had them printed on to cards and kept them handy as an aide memoire when playing. I hope you found this useful.
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