Clouds of Smoke

Clouds of Smoke is a tabletop wargame about big battles in the early modern era.

You can read rules here, or download them.

Download reference

Hi, I am Vertumnus


And I am Carl

What is required to play

You will need
  • A table at least 120x90cm (or 48x36 inches)
  • Around 20 d6 dice
  • Around 4 combat markers and d20 dice
  • A tape measure or a measuring stick
  • An action board
  • An army

You can play with models of any scale.

A unit is the smallest atomic element on the gaming table. Units must be rectangles of any size. The number of models and bases in a unit is up to you, but it is convenient to have units, consisting of one base. The unit may have any depth, but it is not recommended to have more depth, than width.

Examples of units

6mm figures will be used as an example:

Unit

It is possible to use multi-based units. Just ensure you agree with your opponent about what precisely a unit is. And remember that bases in a unit never move relative to each other.

For distances in the game, unit width or UW is used. 1 UW is equal to the width of your units.

Playing with different base sizes is possible, but not recommended. For measuring in this case use UW equal to the average unit width.



Game example

Six-sided dice are used in the game, or d6. D3 is a six-sided die value divided by 2 and rounded up.

If at any point after division, you have a fractional number, round it down.

You cannot reroll any die more than once.

When you modify values, use this order of operations: first multiplication and division, then addition and subtraction.

Victory and defeat.

If an army's morale drops to 0 during the game, it loses the game, and its opponents have a decisive victory. If a game ends for any other reason, one of the players achieves a marginal victory or the game is a draw, according to the scenario.

Every unit has a morale stat. Starting army morale is equal to the sum of all its units’ morale.

Note on scale

Unit statline

Line infantry
16 pts
Speed
2-1
Retreat
d3
Strength
1
Morale
2 (-3)
Discipline
4+
Close combat
2d6
Fire
Musket: 2UW 2d6
Special rules: Infantry, Ready for casualties
  • Speed: the first number shows what distance a unit can travel during a simple move, and the second — during a difficult move. If the simple speed is 0, then the unit may only make a difficult move.
  • Retreat shows what distance the unit travels when it retreats.
  • Discipline shows the number to roll on a die for the unit to not be broken in combat
  • Strength is added to the side's combat result if the unit is in combat.
  • Close combat shows how many dice the unit rolls in combat when it is in base contact with an enemy.
  • Fire shows at what distance and how many dice a unit rolls in combat when shooting
  • Morale is a value that adds up to the army's morale. The army morale is decreased by twice that value when the unit is broken (shown in parenthesis)
  • Special rules describe a unit's special behavior in different situations.

Armies

Armies consist of units. Units can be main, special, or rare. You may take any number of main and special units. You may not take more rare units than the main ones.

Note on eras

Besides the units, each army has a commander.

You can also take assets in your army, no more than 1 for every incomplete 200 points. For example, a 400 points army may have 2 assets, and 450 points army may have 3. You can take multiple copies of some assets. In that case, copies count as 1 asset toward the asset limit.

Game formats

Each army has a set number of available units and an action board.

Action board example

A note on faction differences

Engagement and arcs of fire

If a unit has fire capabilities, it has an arc of fire.

The arc is 45 degrees sector from the unit's front side.

line-of-fire

The enemy unit is in your unit's line of fire (LoF) if it is in close combat with it (base contact) OR the following conditions apply

  1. A unit has fire or bombardment capabilities
  2. The enemy unit is at least partially in your unit's arc of fire.
  3. The range to it is equal to or less than your unit's fire or bombardment range.
  4. You can draw lines from both of your unit's front corners to the enemy unit. These lines must not cross units or blocking terrain.

Two units are engaged if at least one of them is in another's LoF.

Engagement example

Formations

A formation is a group of units, standing in side-to-side contact with each other and inside one terrain element (or open ground).

Corner contact is not enough to count as a formation.

Formation example

Formation and terrain example

Big formations

A unit is in rear contact with another unit if contacts its front side with its rear side.

A unit is in flank contact with another unit if contacts its flank side with its flank side.

A unit is in formation with another unit if it contacts any of its sides with any of its sides.

Rear and flank contact example

Game sequence

The game is divided into player turns. Players make their turns one after another. The player turns plays as follows.

  1. Bombardment
  2. Actions
    1. Roll action dice
    2. Place the action dice on the board
    3. Play actions
    4. Clear the actions board
  3. Combat start. In this phase, if there are engaged units not in combat, a combat marker must be placed.
  4. Combat. Combats are resolved in this phase. Both players' units fight.

The player, whose turn it is, is an active player. Another player is passive.

Bombardment

Bombardment ability is a special rule of a unit. For example, the Age of Empires era light artillery has a special rule "Bombardment 6UW - 2d6". This means that this unit can bombard at the range of up to 6UW with a power of 2d6.

Units may not bombard if they are engaged.

Resolving bombardment

When you resolve the bombardment, you make one roll, the number of dice in which is determined as follows.

Choose a target formation for each of your bombarding units. The target formation must be within the arc of fire and range of the bombarding unit.

For each bombarding unit, add the following number of dice to your bombardment roll:

  • Power of the bombarding unit
  • +1 if the target formation has units in rear contact
  • +1 if the target formation is at least partly in a village
  • +1 if the target formation has more than 5 units
  • +1 if the target formation has more than 10 units
  • +1 if the target formation has more than 15 units
  • -1 if the target formation is completely inside an emplacement
  • -1 if the target formation consists completely of cavalry or artillery units

Regardless of modifiers, each bombarding unit adds at least one die.

Roll the total number of dice and add up the result. For every 10 points of the result, the target player decides on one of two options:

  • His army loses one morale
  • One of the target formations' units retreats
The first units to retreat in the formation must be the closest to the bombarding units that can retreat. No more units from a formation may choose to retreat, than the number of the bombarding units that targeted this formation. Each unit may retreat no more than one time as a result of the bombardment.

Bombardment example

Actions

Action dice roll

You roll several d6, depending on your commander's skill.

Commander's skillAction dice amountCost
Mediocre330
Competent470
Glorious5110

Placing action dice on the board

You can place any number of dice on actions, and no more than one on each of the tactics. If the action's or the tactic's text refers to D, it means the value on the placed die. When you place the dice on tactics, you may remove an already placed die and replace it with another one.

Playing actions

To play an action, remove a die from it.

You must complete resolving the action before moving on to the next.

When you activate a formation, you activate all units in it. When activated, a unit can make a simple move or a difficult move.

One unit may activate no more than once, be it a simple or difficult movement. A commander may move any number of times, and any action may be used any number of times.

Movement

Simple and difficult movement

Units can move in any direction. When you activate a formation, units move independently of each other and can, for example, leave the formation.

When a unit makes a simple movement, at the start of the movement it turns around its center point in any direction, then moves directly forward.

MOVE-simple

When a unit makes a difficult movement, it moves in any direction, then turns around its center point in any direction.

MOVE-complex

Units may move freely through other allied units, but may not stop their movement on top of them. Units may not move through enemy units. Difficult movement may not be used to move into contact with enemy units.

On formation movement

Commander movement

All measures are made from the commander's head.

A commander may move freely over any unit or terrain.

A commander may never stop on top of units.

If a friendly unit stops on top of the commander, the commander is displaced towards his side of the table.

If an enemy unit stops on top of the commander, the commander is at risk (see RISK) and is displaced towards his side of the table.

Clear the action board

Before the start combat phase, you must remove all dice from actions on the board.

Start combat

After the action phase comes the start combat phase. If there are engaged units on the table, you must place a combat marker on the board.

All distances are measured from the marker's center.

A unit is in combat if it is within 2UW radius from a combat marker.

Combat markers

The active player must set up the combat marker in such a way, that the biggest possible number of engaged units that are not yet in combat from both sides will be within a 2UW radius from the marker.

Combat marker example

Each combat marker has a price. When the marker is first set up on the table, its price is 1.

Note on combats

Units not in combat

Flanking

The unit is flanking an enemy unit if it is in base contact with it and not touching its front side or front corners.

If a unit is flanking an enemy unit, it gains +1d6 to its close combat.

Flanking example

Note on flanking

Combat

The active player determines the order of resolving combats. Each combat is resolved consequentially in the following steps.

If there is at least one unit that is located within two combats (2UW from both combat markers), then these markers are considered to be one combat and are resolved together.

  1. The active player plays tactics
  2. The passive player plays tactics
  3. The players determine their combat result
  4. The players distribute hits among their units
  5. The active player resolves hits on his units
  6. The passive player resolves hits on his units
  7. Check if the combat ends.

Tactics

At the Play Tactics step, a player may remove one or more dice from the tactics on his action board and apply their effects to the units in this combat. Until the combat is resolved, move the die from the "D" field to the text of the tactic to remind yourself of the effect, then remove it.

If you get an effect for some number of units, you can always choose fewer units.

If the tactic's descriptions says "active player" of "passive player", you can only play this tactic in your active or passive turn respectively. If there is no mention of either, you can play it in any turn.

The effects of tactics end when the combat is resolved on the turn they are played.

Combat result

Roll all the fire and close combat dice for your engaged units and add up the numbers. Add to this number the strength of all your units in combat. This is your combat result.

fight-result

A unit must use the weapon with the smallest possible distance. For example, a cavalry unit in base contact with the enemy must use its Close Combat stat and may not fire its Pistols.

Hits

For every 10 points of combat result, the enemy suffers a hit. For every 10 points by which your combat result is greater than the enemy's, the enemy also suffers a hit.

The hits are allocated to the units closest to the enemy. If several units are equally close to the enemy (both in base contact, for example), then their player can choose, which one of them the hit is allocated to.

A unit can suffer a second hit only after all friendly units in combat have suffered at least one hit. The units that suffer the second hit are determined in the same manner as the first: the closest units to the enemy suffer a hit first.

fight-result

Resolving hits

The active player resolves hits on his units first.

You may resolve hits in any order.

You may cancel one hit per unit by retreating. When you retreat, choose one of the two directions: directly back toward the unit's rear or toward your table's side. Then move the unit for the distance, indicated by its retreat stat, and turn it to face the direction of movement.

For every retreating unit increase the price of the closest combat marker by 1.

Retreating example

A unit that retreats for 0UW for any reason is not moved or turned.

fight-result

All units that have unresolved hits on them must take a discipline test for each hit. A discipline test is taken by rolling a d6. If it is equal to or greater than the unit's discipline stat, the test is passed. Otherwise, it is failed. This may happen if a unit decides not to retreat or has suffered more than one hit, for example. A unit that fails a discipline test is broken (destroyed) and removed from the table. Their army loses morale equal to double the broken unit's morale. A roll of one on a discipline test is always a fail.

Retreats and danger

After that, the passive player resolves hits on his units in the same way.

Discipline test example

Failed retreat

If, during a retreat, a unit touches the edge of the table or an enemy unit, it is broken.

If a unit retreats into a spot occupied by a friendly unit from another formation, your army loses 1 morale and you move the retreating unit further along the line of retreat, until it finds a place to stop on.

Failed retreat example

Combat end

If, after resolving hits, there are only one side's units within 2UW of the marker, it wins the combat. Their enemy's army loses the amount of morale equal to the combat marker's price. The combat marker is then removed from the table.

A note on combat price

After all the combats have been resolved, the new turn starts.

Commander at risk

For each 1 rolled on the action dice you may take a risk with your commander and roll one more action die. If this die comes up as 1, the commander is taken out of action.

Besides that, a commander is at risk, when enemy units touch his base. In this situation, roll d6. If it comes up as 1, or 1-2 when the unit touching the commander is cavalry, the commander is taken out of action. After that, displace him up to 2UW towards his side of the table.

When the commander is taken out of action, your army loses the amount of morale equal to the commander's skill level. The substitute takes his place, who is always 1 level less (not worse than 2) and cannot take risks anymore.

Advantages and disadvantages.

When a unit has an advantage, its side rolls 1 more die in combat, but after the roll removes the lowest rolled value.

When a unit has a disadvantage, its side rolls 1 more die in combat, but after the roll removes the highest rolled value.

Advantages and disadvantages cancel each other in a 1 to 1 ratio.

Advantages and disadvantages example

Special rules

Pursuit: Infantry units in contact with this unit cannot retreat if this unit is not within broken or very broken terrain
Bombardment 6UW - 2d6: Light artillery
Bombardment 8UW - 3d6: Heavy artillery
Bombardment 5UW - 1d6: Regimental artillery
No retreat: Cannot retreat
Light: Does not increase combat price on retreat. Does not suffer disadvantage while within very broken terrain.
Veteran: Does not count towards the unit limit of your tactics and always receives your tactic's effect
Cavalry: Disadvantage while engaged within broken and very broken terrain. Units gain -1 die when bombarding formations consisting only of cavalry units.
Infantry: +1 discipline when within a village
Artillery: -1 die when bombarding formations consisting only of artillery units.
Regimental gun: The unit can use Cover of Pikes tactic as if it was infantry
Untrained: Cannot gain effects of tactics
Armor: Enemy gains a disadvantage for each of your units with armor in the line of fire
Gallop: During your active turn the unit gains +1d6 in close combat against cavalry
Agile: Gains an additional +1d6 to close combat when attacking flank or rear
Irregular: Never counts in formation with other units. Army does not lose morale when irregular units make failed retreat
Lancer: +1d6 to close combat against formations of 1 unit
Immobile: The unit cannot move in the turn it bombarded. The unit loses fire and bombardment capabilities in the turn in which it moves. Slows down to 1UW when moving through broken terrain. Cannot move through very broken terrain.
Heavy: Counts as 2 artillery units when calculating the army's strategic rating
Scout: When deploying armies this unit can be set up as usual, or anywhere on the field, more than 3UW away from enemy units, columns or deployment zone
Use cover: While within broken or very broken terrain, the unit gains +1d6 close combat
Vanguard: When determining distance from the commander, count the formation consisting only of units with Vanguard as being at half range, as well as all units within them
Does not block LoF: Does not block LoF and increases infantry units in rear contact fire range by the depth of its base.
Countermarch: Gains +1d6 to fire at long range, if there is another unit with countermarch in rear contact
Mutiny: Gains +1 discipline, but cannot retreat
Cover of pikes: Mercenary musketeers in formation with this unit gain +1d6 to close combat in passive turn
Elite: Every time this unit retreats, your army loses 1 morale
Ready for casualties: When the unit is destroyed, your army loses 1 less morale (already included in the unit's profile)
Garrison Troops: While it is in a village, this unit has +1d6 close combat and an additional +1 to its discipline tests

Strategic rating

To determine the conditions of the battle, the strategic rating is used. It is determined for every army in the following way.

  • Commander skill level
  • +1 if the third or more units in the army are veterans
  • +1 if the army has at least one light unit for every 100 points
  • +1 if the third or more units in the army are cavalry
  • -1 if the third or more units in the army are untrained
  • -1 for each artillery unit in excess of 1 for every 100 points

Strategic rating is calculated automatically

Pre-game sequence and scenarios

If you are just learning the game, at this point you have all the required information for your first game. Print out the reference and play the Battle of Grossbach demo scenario.

If you want to play any other scenario, follow these steps.

  1. Select a scenario
  2. Select the army
  3. Divide the army into columns
  4. Determine the game conditions
  5. Determine the first player
  6. Set up terrain
  7. Set up armies
  8. Start the game

Select a scenario

With your opponent decide which scenario you are going to play. Choose one of the premade or any other.

Select the army

If you have selected a historical scenario that has armies premade, skip this step. Otherwise, determine with your opponent the point size and era of the game, go to armies, select a faction, and press "Create army". When you are done selecting units, assets, and commander's skill level, note the "print" button to print out the action board, units stats, and assets in a convenient manner, and a "copy link" button to send your army to your opponent.

Divide the army in columns

The number of columns is equal to your commander's skill level.

Divide all units in your army into these columns. A column may contain any number of units, including 0.

Determine the game conditions

If you have selected a scenario in which conditions may vary, determine them now.

Determine the first player

If by this moment you have not determined the first player by the scenario conditions, do it now. Each player rolls d6 and adds his strategic rating. The player with the higher total chooses if he will be the first player or his opponent. Reroll ties.

Set up terrain

Recommended terrain element size is no more than 2UW across and no less than 1UW.

If your scenario does not determine another terrain placement method, use the following.

Los block example

Divide the table into 4 quarters. Each player determines terrain for two diagonal quarters. He rolls d3 for the number of elements, then rolls 2d6 for each element and sets them up inside this quarter as he sees fit.

2-3Rock, stream, ravine, or a swamp.
4-5Village, vineyard, or bocage
6Hill
7Nothing
8Plowed field
9-10Grove or a wood
11-12Woody hill or a dune

After setting up elements, move each of them d3 UW in a random direction. If a 6 is rolled on the move distance die, remove the element instead.

Set up armies

Use the following if a selected scenario does not determine the army setup method.

For each of your columns secretly note a number and ready markers with these numbers.

Then the first player sets up in his deployment zone the column number markers. The second player does the same. Then players reveal what number corresponds to what column.

Then, beginning with the first player, they set all their units in such a way that each column's units are placed within 2UW from the column's marker.

The commander is then placed anywhere on the table. Then all column markers are removed.

Start the game

After that, the game starts. The first player has the first turn.

Scenario phases

Instead of fixed turns, events in Clouds of Smoke are tied to phases. For example, a scenario might state that the reinforcements arrive at the 6th phase.

The game starts in phase 1. Phase progresses when players roll sixes on the action dice. When more than one player per side is present, the number of sixes required to progress the phase is equal to the number of players per side. The remaining sixes add up.

Scenario phases example

Terrain

Terrain elements may have the following traits.

Broken terrain:
  • If a unit's movement at least partially passes through the broken terrain, the unit can not move more than 2UW in a turn.
  • Engaged cavalry units that are at least partially located within broken terrain suffer a disadvantage in combat.
Very broken terrain:
  • If a unit's movement at least partially passes through very broken terrain, the unit can not move more than 1UW in a turn.
  • Units without "light" special rule that are at least partially located within very broken terrain suffer a disadvantage in combat.
  • Engaged cavalry units that are at least partially located within very broken terrain suffer a disadvantage in combat.
  • Units that are at least partially located within very broken terrain cannot bombard.
Cover
  • Units with the Use Cover special rule gain an advantage in combat when located completely within a terrain element with the cover trait.
  • Units that are at least partially located within cover cannot bombard.
Elevation
  • Units located completely on an elevation may draw LoF through units not on an elevation while bombarding and can bombard 2UW further.
Bolcks sight
  • Blocks lines of fire that start outside the element and pass behind it.

Sight block example

Elements

Stream, ravine, swamp: very broken terrain.

Road: units starting and ending a simple movement on a road gain +1 to their speed.

Village: broken terrain, blocks sight. Infantry units completely inside a village gain +1 to their discipline tests. When a formation that is at least partially within a village is selected as a bombardment target, 1d6 is added to the bombardment power for each bombarding unit.

Hill: blocks sight, elevation.

Wooded hill: very broken terrain, cover, blocks sight, elevation.

Dune: blocks sight, elevation, broken terrain.

Rock: blocks sight, elevation, very broken terrain.

Wood: very broken terrain, cover, blocks sight.

Grove: broken terrain, cover, blocks sight.

Vineyard, bocage: broken terrain, cover.

Ploughed field: broken terrain.

Emplacement. A unit completely inside an emplacement ignores one hit per turn. The bombardment of formations completely within emplacement has 1d6 less power for each bombarding unit. An emplacement can fit exactly one unit. A unit in contact with an emplacement is considered to be in contact with the unit inside the emplacement.

Game of more than two players

Once again on the scale

Each player's army morale is calculated separately.

Different players' units are never in one formation.

Allied players can agree to be able to activate each other's units

You cannot set up a combat marker including units of an opponent, if any of your allies has already set up a combat marker with this opponent's units this turn.

When bombarding, if more than one player's formations are selected as targets, make a separate roll for each target player.

When one player's morale drops to zero, players on his side decide on one of two options

  • Support: the remaining armies' morale on this side is redistributed equally among its players. When one of their morales falls to zero again, this side is broken and loses the game.
  • Forfeit: the broken army's units are removed from the table, and the player no longer participates in battle.

Sub-commanders

Some assets let you include sub-commanders in your army. They work the same as your commander with the following exceptions:

  • When a rule references a commander, you may choose either your commander or any sub-commander
  • When you play an action, you may choose a sub-commander and resolve the entire action using his command radius.
  • When a sub-commander is at risk because of the contact with the enemy units, when the test is failed, he is removed from the game, instead of the usual effect.

FAQ

  • Can "Cavalry onslaught" and "Brave is safe" tactics be canceled by "Providence"? No. Cavalry onslaught and other movement tactics are resolved immediately, before Providence can be played. Brave is Safe does not have units as targets and can not be canceled too.
  • What is the correct order for deploying emplacements? First, the first player sets up his emplacements and units within. Then the second player sets up his emplacements and units within. Then continue deployment as usual.
  • What is the correct order for deploying when the deployment bonus is selected? First, the player without the bonus sets up his emplacements and units within. Then he sets up his columns and finally units. After that, the player with the bonus does the same.
  • Is it enough for one unit to be partially within the command radius for a formation to be within the command radius? Yes.
  • Can a commander move through enemy units? Yes. It does not imply a situation where a marshal singe-handedly breaks the enemy lines, it is just a conventionality.
  • Can a unit in an emplacement turn and still benefit from the emplacement? Yes.
  • Can I make a Move action, activate some formations, then move the commander and activate some more formations? No. Fully resolve an action, before moving on to the next.
  • How many action dice should I roll, if I already have some action dice on my tactics? You roll a number of action dice according to your commander's level. Amount of dice anywhere has no effect on that.
  • During the Risk in the action phase, do I reroll the die, or roll another one and keep the first die? You roll another one and keep the first die.
  • Do the number of the sub-commanders affect the number of action dice I roll? No.
  • What happens to a unit that has retreated last turn? Nothing happens. Retreat is played once and then has no effect on the unit.
  • Can units in combat move? What about engaged units or units in close combat? Yes, yes.
  • When do I use tactics? In the "play tactics" steps of the combat phase.
  • How long do the effect of tactics last? They end when the combat is resolved the turn they are played.
  • Do tactics affect any units? Tactics affect units in the combat, in which they are played.
  • Do veterans gain effects of the enemy tactics thanks to their special rule? No, they gain effect of only their tactics.
  • Must I remove dice from tactics during the Clear the action board step? No, only from actions.
  • Must I decide to retreat or to test discipline for all units at once? No, hits are resolved one by one.
  • Must I decide which direction to retreat, directly back or towards my side of the table, before or after the roll for distance? After. You may decide which direction to retreat to after the roll for distance.
  • Does the terrain affect retreat distance? No.
  • Which side of the table is "mine" in non-standart deployment types? The side with the most overlap with your deployment zone. On the "confusion" deployment, the first players picks side and the second gets the opposite one.
  • Do you remove the commander figure from the table on the failed risk? No.
  • Which way is the commander displaced, when there is no room for him in the direction of your side of the table? To the closest available spot.
  • Can a unit use fire if it is in combat, but all targets he engages are not? No.
  • Is the combat marker deployed so that the biggest possible number of my units become in combat? The combat marker is deployed so that the biggest possible number of engaged units from both sides become in combat.
  • Can I set up more than one combat marker during my turn? No.
  • Can I skip setting up a combat marker during my turn? If there are engaged units on the table that are not in combat, you must set up a combat marker.
  • If there are several markers in combat, which of them increases in price when a unit retreats? The price of the marker closest to the retreating unit is increased.
  • Are hits in combat allocated to units closest to the combat marker, or the units closest to the enemy units? Hits are allocated to the units, closes to the enemy units.
  • What happens to the combat marker, if there are no units within its radius? It is removed from the table. No army loses any morale.
  • Can I use March and Reserve move to move away from enemy units that are close by? No, these actions do not permit moving while close to an enemy.