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Introduction
Victory Points
Turn Sequence
Brigades
Commanders
Artillery
Command Distance
Fire Combat
Close Combat
Modifiers
Morale
Command Zones
Chain of Command
Visibility
Stacking
Ground Scale
Initial Deployment
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Line of Muskets Rules
 
 
Ground Scale

The terrain of any battlefield is depicted as a map that the various troops move around on and fight on. Imposed on this map is a “hex grid” which the troops use for movement.

The game starts off with the grid turned off. To turn the grid on go to “view” menu and choose “hex grid”. Each hex is 180 yards across.

Here the hex grid has been turned on. Right you can see what the screen would show.

Each brigade is depicted as a unit made up of a number of “squares”, or strength points. Each strength point represents about 200 men. For the different types of formations that a brigade has there is a limit to the amount of men that can fit into the given 180 yards. 1000 men can roughly fit into a frontage of 180 yards. So a brigade in battle line can only have a maximum of 5 strength points in a hex.

Thus any brigade that is in battle line, and has more than 1000 men, it will fill up 2 hexes.
If the brigade has a strength of more than 10, it will fit into 3 hexes, for more than 15, the brigade will fit into 4 hexes.

Since a strength of 20 is the maximum, no brigade can occupy more than 4 hexes when in battle line. In march column, field column and supported line, the amount of troops that can fit into a hex is greater. Thus more strength points are allowed in the hex.

Historically a man with a rifled musket could shoot accurately up to 500 yards. Thus musketry fire can be inflicted on another unit up to 3 hexes away.

Artillery have a maximum range of 10 hexes.