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Incredible Courage - Rulebook v1c

Main rulebook of the campaigns of Napoleon. Great and really beautiful wargame published by Grognard Simulations. Grognards, buy the game, the Emperor will grant you!!

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0% found this document useful (0 votes)
157 views

Incredible Courage - Rulebook v1c

Main rulebook of the campaigns of Napoleon. Great and really beautiful wargame published by Grognard Simulations. Grognards, buy the game, the Emperor will grant you!!

Uploaded by

JUDGE
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 46

Grognard Simulations, Inc.

Presents

Rules for the

Incredible Courage Game System


Copyright © 2015
Incredible Courage - Standard Rules v1c

Incredible Courage – Rules

1 Introduction ................................................................................................................................. 4
1.1 Scales....................................................................................................................................... 4
1.2 Questions and Comments ....................................................................................................... 4
2 Counters ...................................................................................................................................... 4
2.1 Combat Units .......................................................................................................................... 4
2.2 Headquarters Units ................................................................................................................. 7
2.3 Forces .................................................................................................................................... 11
3 Game Turn Sequence of Play..................................................................................................... 11
3.1 Outline................................................................................................................................... 11
3.2 Recovery Phase ..................................................................................................................... 12
3.3 Operations Phase .................................................................................................................. 13
3.4 End Turn Phase ..................................................................................................................... 14
4 Levels of Order .......................................................................................................................... 14
4.1 Initial LoO and Changes......................................................................................................... 14
4.2 LoO Markers .......................................................................................................................... 15
4.3 Disorder................................................................................................................................. 15
4.4 Elimination ............................................................................................................................ 16
4.5 LoO Recovery ........................................................................................................................ 16
5 Stacking...................................................................................................................................... 17
5.1 Artillery Stacking ................................................................................................................... 17
5.2 Cavalry Stacking .................................................................................................................... 17
5.3 Infantry Stacking ................................................................................................................... 17
5.4 Passage of Lines and Stacking (Optional).............................................................................. 17
6 Command Control ..................................................................................................................... 18
6.1 Requirements ........................................................................................................................ 18
6.2 Lost Eagles ............................................................................................................................. 19
7 Formation and Facing ................................................................................................................ 19
7.1 Changing Formation .............................................................................................................. 20
7.2 Battalion and Regiment Counters ......................................................................................... 22

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8 Movement ................................................................................................................................. 23
8.1 Road Column ......................................................................................................................... 24
8.2 Reinforcements ..................................................................................................................... 24
8.3 Charge ................................................................................................................................... 25
8.4 Charge Reactions .................................................................................................................. 27
8.5 Opportunity Charge .............................................................................................................. 30
8.6 Infantry Battalion and Cavalry Regiment Unit Movement ................................................... 30
9 Line of Sight ............................................................................................................................... 30
9.1 Maximum LOS Length ........................................................................................................... 30
9.2 Same Elevation ...................................................................................................................... 30
9.3 Different Elevation ................................................................................................................ 30
10 Combat ...................................................................................................................................... 31
10.1 Combat Strength Check ........................................................................................................ 31
10.2 Flank Effects .......................................................................................................................... 31
10.3 Combat Results ..................................................................................................................... 31
10.4 General Fire Combat Rules ................................................................................................... 32
10.5 Infantry Fire Combat ............................................................................................................. 32
10.6 Artillery Fire Combat ............................................................................................................. 33
10.7 Defensive Fire ....................................................................................................................... 35
10.8 General Melee Combat Rules ............................................................................................... 36
10.9 Resolving Melee Combat ...................................................................................................... 36
10.10 Retreat Before Melee........................................................................................................ 39
10.11 Retreat Result ................................................................................................................... 39
10.12 Advance............................................................................................................................. 40
11 Weather ..................................................................................................................................... 40
12 Special Terrain ........................................................................................................................... 40
12.1 Sunken Roads ........................................................................................................................ 40
12.2 Chateau’s and Churches........................................................................................................ 41
13 Intelligence ................................................................................................................................ 42
14 Designer’s Notes ........................................................................................................................ 42
15 Extended Fire Example .............................................................................................................. 45
16 Extended Charge Example ......................................................................................................... 46
17 Credits........................................................................................................................................ 46

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Incredible Courage - Standard Rules v1c

1 Introduction
This game system simulates tactical level combat in the Napoleonic era. This document includes
the Standard Rules. Refer to each game’s rules document for specific rules and a list of contents.
When interpreting these rules, if you desire to perform an action not specifically stated, it is not
allowed.
You will need to apply a solid combined arms approach to the battle to give your forces the best
chance for success. Infantry, cavalry, and artillery are the 3 prongs upon which the tactical
components of your plan must rest. Using them in the proper balance is what makes for a
successful battle.
Optional rules are in red and are meant to deliver more realism without adding too much
overhead to the game. It is strongly recommended that you use them, but they are not
required.

1.1 Scales
Each infantry counter is a Company of approximately 150 men, each cavalry counter is a
Squadron of around 100-200 men and their horses, and each artillery counter is roughly 50
artillery men and up to 3 guns. Each hex is 100 meters across. Each turn is 10 minutes of time.

1.2 Questions and Comments


Contact: [email protected] or Grognard Simulations, Inc, Attn: Incredible Courage,
3752 Becontree Pl, Oviedo, FL 32765.

2 Counters
The game pieces show the units that fought the battle, and information markers.
There are two types of unit:
 Combat Units: infantry, cavalry and artillery
 Non-Combat Units: HQs, Aides and Deputies
Units are color coded for nationality. Colors are listed in each specific game booklet.
There are several types of marker, and their use is shown in the relevant rules section.

2.1 Combat Units


The various types of Combat Unit include:
Infantry Cavalry Artillery
 Pioneer  Light Cavalry  Foot Artillery
 Regular  Heavy Cavalry  Horse Artillery
 Light
 Lancers
 Elite
 Guard

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 Militia

Each Combat Unit is printed on two sides of the counter. The symbol in the center shows the
general unit type (infantry, cavalry, or artillery) and the text on the left and right side shows the
name of the unit, and which part of its side’s organization it belongs to. There may also be a
special symbol from those shown above, for example to show it is a Guard unit.
The number at the top of the counter is the Combat Strength. The number at the bottom of the
counter shows the unit’s Movement Points. If it is artillery, there is a second number in red print
which is its Range.
Each side of a Combat Unit shows a different formation; for infantry and cavalry these are Line
and Column. For artillery these are In Battery and Out of Battery. (See Formation and Facing (7).
Adjustments made for LoO markers or from the Adjustable Strength Table are made to the base
strength of EACH Company or Squadron in the unit.
Examples:

The cavalry unit pictured above is a Squadron of the 25th Dragoon Regiment in Line formation.
The reverse side of the counter shows it in Column formation. It is a Heavy Cavalry unit. It has a
Combat Strength 9 in Line or Column, 5 Movement Points in Line, and 8 Movement Points in
Column.

The artillery unit pictured above is part of a foot Battery of the 2/VI In Battery formation on the
left and Out of Battery on the right. The reverse side of the counter shows it Out of Battery
formation. It has a Combat Strength 2, a Range of 8 In Battery and a Range of 0 Out of Battery,
and 0 Movement Points (the bottom number) In Battery and 6 Movement Points Out of Battery.

The unit above is an Infantry Battalion counter shown in LINE formation. The numbers across
the top show a 6/6 and a 12. This represents that there are two (6) strength Companies (6/6)
that can be used in fire combat, with a total of 12 strength points for melee. In this case 6 is the
base strength of a Company, and there are 5 Companies. This is an important concept to
remember as most calculations are made from the base strength of a unit. The numbers across
the bottom show a 3 and a +3. These represent the unit movement allowance (3) and the built
in Support DRM (+3).

The unit above is an infantry Battalion counter shown in COLUMN formation. The numbers
across the top show a 6/6 and a 30. This represents that there are two (6) strength Companies
(6/6) that can be used in fire combat, with a total of 30 strength points for melee. In this case 6

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is the base strength of a Company, and there are 5 Companies. This is an important to
remember as most calculations are made from the base strength of a unit. The numbers across
the bottom show a 6 and a +3. These represent the unit movement allowance (6) and the built
in Support DRM (+3).

The unit above is an infantry Battalion counter shown in LINE formation. The numbers across
the top show a 7x2. This represents that there are two (7) strength Companies that can be used
in fire combat, with a total of 7x2=14 strength points for melee. In this case 7 is the base
strength of a Company, and there are 6 Companies. This is important to remember as most
calculations are made from the base strength of a unit. The numbers across the bottom show a
3 and a +4. These represent the unit movement allowance (3) and the built in Support DRM
(+4).

The unit above is an infantry Battalion counter shown in COLUMN formation. The numbers
across the top show a 7x6. This represents that there are two (7) strength Companies that can
be used in fire combat, with a total of 7x6=42 strength points for melee. In this case 7 is the
base strength of a Company, and there are 6 Companies. This is important to remember as
most calculations are made from the base strength of a unit. The numbers across the bottom
show a 7 and a +4. These represent the unit movement allowance (7) and the built in Support
DRM (+4).

The unit above is a cavalry Regiment counter shown in LINE formation. The numbers across the
top show a 9x2. This represents that there is a total of 9x2=18 strength points for melee. In this
case 9 is the base strength of a Squadron, and there are 3 Squadrons. This is an important to
remember as most calculations are made from the base strength of a unit. The numbers across
the bottom show an 8 and a +1. These represent the unit movement allowance (8) and the built
in Support DRM (+1).

The unit above is a cavalry Regiment counter shown in COLUMN formation. The numbers across
the top show a 9x3. This represents that there is a total of 9x3=27 strength points for melee. In
this case 9 is the base strength of a Squadron, and there are 3 Squadrons. This is an important
to remember as most calculations are made from the base strength of a unit. The numbers
across the bottom show a 10 and a +1. These represent the unit movement allowance (10) and
the built in Support DRM (+1).

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2.2 Headquarters Units


HQ with
HQ: Leadership
Rating:
Each Headquarters (HQ) unit is labeled with its command designation, its type, Command
Control Range, and it’s Movement Points. Some HQs also have a Leadership Rating.
An HQ unit may be one of the following types:
 Battalion (II)
 Regiment (III)
 Brigade (X)
 Division (XX)
 Corps (XXX)
 Army (XXXX)
An HQ’s Command Range is the maximum distance in hexes it can trace to put a unit or lower
HQ in Command. (See the Army Display for details about the chain of command.) Command
Range is shown in parenthesis at the top of the HQ counter. A (~) indicates an unlimited
Command Range.
If an HQ has a Leadership Rating, it is shown in a circle at the top of the HQ counter.
A Leader may ride to their higher HQ in order to get new orders. When the Leader does this they
leave their Deputy in charge. They do not have to roll for lost or confused orders. The new
orders take effect in the Command phase after the Leader arrives back at his Force and relieves
the Deputy.
HQs are important for Command Control. In addition, at certain times, HQs may provide a
favorable modifier when stacked with Combat Units, depending on whether the HQ has a
Leadership Rating. When more than 1 HQ is present during a combat only the HQ providing the
best DRM is considered. Any other HQ is ignored for DRM purposes.
Example: in Melee Combat, the attacker adds 1 to the die roll if stacked with an HQ, or adds 2 if
stacked with an HQ that has a Leadership Rating.
Note: HQ modifiers are never cumulative; you may only ever apply one HQ modifier, but if there
are multiple HQ bonuses available, you may choose which one to apply.
Eliminate HQ units whenever a Combat Unit they are stacked with is eliminated for any reason.
Most may return in the Recovery Phase (3.2). When a Corps or Division commander is lost he
does not return. His Deputy takes his place for the remainder of the game and the Deputy can
then be lost and recovered over and over. Named Aides, at the Army level, are not returned to
play when they are lost. There are no deputies to replace aides when they are lost. A
headquarters unit that is alone in a hex and has an enemy unit enter its hex, is immediately
eliminated.

2.2.1 Leadership Special Abilities


There are 3 special abilities that Leaders can have. They are Infantry, Cavalry, and/or Artillery.
Leaders can have any, or all, of the special abilities.

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The Infantry special ability provides an additional 1 DRM in his sides favor for any
melee that the Leader is involved in when stacked with Infantry or Artillery units.
These Leaders are identified by their BLUE stripe.
The Cavalry special ability provides an additional 1 DRM in his sides favor for any
melee that the Leader is involved in when stacked with Cavalry units. These Leaders
are identified by their YELLOW stripe.
1. HQ, Aides, and HQ with Leadership Ratings that do not have the Artillery Special
Leader band get no die roll modifiers when firing any artillery unit
2. HQ, and Aides (those with a RED circled Leadership Rating), that also have the
Artillery Special Leader RED band, get a +1 DRM when firing a battery
3. HQ with a Leadership Rating, that also have the Artillery Special Leader RED band, get a +2
DRM (this would include Wellington, Napoleon, and Drouot) when firing a battery
4. When a battery with one of these Artillery Special Leaders stacked in it fires, the fire must be
calculated as a combined battery. No firing of sections is allowed with an Artillery Special
Leader.

2.2.2 Aides
Aides act like a HQ with a Leadership Rating. They are a HQ that is assigned to the
highest level HQ in a battle. Aides are recognizable by the RED circle around their
Leadership Rating. They may take command of any Force or unit they are stacked
with. If stacked with a Regiment HQ they move that Regiment during the Force movement
period. Likewise for Brigades or Divisions. They may also take command of individual units. An
Aide may also act as a Dispatch Rider and carry orders to that Leaders’ subordinates. When this
happens the orders must still be rolled for to determine if the orders are lost or confused.
When lost these Aides are not returned to play.
 Whenever any unit/element of a Battalion or Regiment is eliminated, which means even
a single Company/Squadron, and then a HQ/Leader must be eliminated also if stacked
with the losing units.
 If there is more than one HQ/Leader stacked with the losing units only one of the
HQ/Leaders is eliminated. It must be the HQ/Leader that adds the best benefit in DRM
to the stack or commands the highest echelon.

2.2.3 Deputy Leaders


Deputy Leaders may take over the fight for the Leader when the Leader decides to ride
off to get orders. Deputies are recognizable by the BLUE circle around their Leadership
Rating. The Deputy acts in all ways as the commander of the Force for command
control purposes until the commander returns. A Leader that rides over to get his orders always
has a smooth handoff without risk of order loss or confusion. A Deputy is pinned to his Leader
until needed to temporarily command the Force, lift LoO of units, or act as a Dispatch Rider. The
Deputy may act as a dispatch rider and go to the Forces’ higher level Leader in order to get new
orders. When this happens the orders must still be rolled for to determine if they are lost or
confused. The new orders are not put into effect until the Command phase after the Deputy
hands the Leader the new orders. A Deputy may also be used to improve the LoO of units.
After doing so the Deputy must return directly to the Leader, or may go to help another unit
with low LoO. When lost these Deputies may be returned to play over and over.

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Optional Rule: if playing with a team the receiving Leader must accept the new orders delivered
by their Deputy.

2.2.4 Dispatch Riders


Dispatch Riders are present at Army and Corps level, occasionally lower, and provide
the means to communicate orders to subordinates. They initially are located with
their commander and are sent off riding to deliver orders. In order to change the
orders for a subordinate, a dispatch rider must be sent with orders and/or a location. When the
dispatch rider arrives the player determines if the orders/location are received properly.
Optional Rule: if playing with a team the receiving Leader may decline to accept an order
delivered by a Dispatch Rider.
Dispatch Riders may not be sent to subordinates when the Leader is in the front line (within 5
hexes of enemy units).

2.2.5 Orders
Orders are given to each major command, primarily corps and divisions, occasionally brigades.
A unit with an order must follow that order until it is changed. Players may give a dispatch rider
up to 2 orders. One, the top one, is the primary, the second is the follow-on. The follow-on
order becomes the primary order after the conditions for the primary order have changed
sufficiently to make it null and void or the follow-on order simply makes sense to apply, such as
at the end of an Advance or Withdraw order. In all cases units may pull back from the front line
in order to improve LoO and regroup. Follow the spirit of these orders rules. The primary
formation means that ‘more than half’ of the units in that organization must be in that
formation. General Order is spread across all the Orders since units can be forced to operate in
restrictive terrain. A new order takes effect in the Command and Control phase of the game
turn after it is delivered.
a. Attack Orders
Purpose: to take a location away from the enemy.
Primary Formations: Column, Line, and General Order
Guidance: the Force with Attack orders must weigh the cost of success with the cost of
failure. This order provides plenty of flexibility, but don’t be fooled. An Attack order carried out
in Column will be stronger but will come with a heavy cost, done in Line and it will take fewer
casualties but more time. Attacks can be made by fire or by melee combat. Attacking is not
mandatory, but the player must make an honest attempt to press forward to gain the objective.
Attacks by fire will take longer to see results. The Force with Attack orders is free to respond to
enemy cavalry. Friendly cavalry charges are encouraged.
b. Defend Orders
Purpose: to hold a location and keep it from being taken by the enemy.
Primary Formations: Line and General Order
Guidance: organize the defense to have a forward and a supporting line (suggestion
only). The forward line has most all its units in Line formation and ready to fire at enemy troops
that move adjacent. The supporting line should consist of units in Column formation that can
move quickly to counter-attack by melee or in Line formation when bringing additional
firepower to the front line will solve a problem. The Force with Defend orders is free to respond

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to enemy cavalry. Friendly cavalry charges are encouraged when they support the defense to
slow down the enemy, counter-attack, or to make an aggressive defense.
c. Withdraw Orders
Purpose: to move away from the enemy toward a friendly map edge.
Primary Formations: Column and General Order
Guidance: the Force makes every attempt to move away from enemy units with the goal
of putting space between them and the enemy, at least 10 hexes, while at the same time trying
to stay within 8 hexes of the location that was provided. This space will provide time for the
Force to rally, or prepare for another order. The withdrawal should be made quickly. It may be
necessary to put a Force in Screen between the withdrawing Force and the enemy Force. The
Force with Withdrawal orders is free to respond to enemy cavalry. Friendly cavalry may not
initiate a normal cavalry charge. They may however conduct counter or opportunity charges.
d. Reserve Orders
Purpose: to provide the commander a ready Force that can respond to crises or be the
mass of decision.
Primary Formations: Column and General Order
Guidance: a Force with Reserve Orders will be placed in a position of relative quiet
where it can stand and reform, rally, or react as quickly and painlessly as possible. This is usually
a central position, but is specific to supporting the commanders’ tactical plan. The Force with
Reserve orders is free to respond to enemy cavalry. Friendly cavalry may not initiate a normal
charge. They may however conduct counter or opportunity charges.
e. Screen Orders
Purpose: to prevent the enemy player from getting into position to see the friendly rear
areas or activity.
Primary Formations: Skirmish and General Order
Guidance: a Force with this order is responsible to prevent an enemy from penetrating
an important area of the front, or of preventing the enemy from moving around an open flank,
or even to slow down and enemy advance. This order can be interpreted as economy of force
or delay. Friendly units will often withdraw before combat and trade space for time. The Force
with Screen orders is free to respond to enemy cavalry. Other than the restriction that cavalry
in skirmish formation may not charge, there are no additional restrictions on cavalry with Screen
orders.
f. Advance Orders
Purpose: to move to a specific location in preparation for future tasking.
Primary Formations: Column or General Order
Guidance: a Force should move in the most expeditious manner possible to place itself
near the specified location. Forces are moving along roads, trails, or cross country, usually in
Column and with a sense of purpose. That means don’t dally and take your time. Using 1 or 2
movement points per turn, moving toward the location, would not meet the spirit of this order.
Common sense follow on orders for Advance would be Attack, Defend, or Reserve. The Force

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with Advance orders is free to respond to enemy cavalry. Friendly cavalry may not initiate a
normal charge. They may however conduct counter or opportunity charges.
g. Exploit Orders
Purpose: to put as many enemy units out of the battle and pressure the enemy so as not
to be able to make a stand in a fallback position.
Primary Formations: Column and General Order
Guidance: this requires a high amount of confidence that the enemy is on the run.
When the enemy is determined to be on the run they should be pursued quickly and with vigor
so that the enemy cannot form another defensive position which will halt your advance. The
Force with Exploit orders is free to respond to enemy cavalry. Friendly cavalry charges are
encouraged.
h. Orienting on a location (i.e. town name) means anywhere within 8 hexes of the location.
i. A Force automatically changes orders to Withdraw when the following conditions are
met. The Force has half of its current on map units at LoO2 or less.
As an option play without rules sections 2.2.3, 2.2.4, and 2.2.5.

2.3 Forces
A Force is an HQ with a Leadership rating and (a) every unit directly commanded by that HQ,
and (b) every unit commanded by all that HQ’s subordinate HQs, that do not have Leadership
ratings, at all lower levels of command. If the subordinate HQ has a Leadership Rating then the
Force above stops with that subordinate Leader and he is considered a Force of his own.
Example: in Telnitz, the Coalition HQ for the 2nd Column, and its two subordinate Brigade HQs,
and their subordinate Regimental HQs and constituent Combat Units, and the directly attached
cavalry Regiment HQ and constituent Combat Units are a Force.
Example: at Austerlitz, Napoleon is Force unto himself. Any units that are directly commanded
by him such as his Dispatch Riders, Aides, and any loose infantry/cavalry/artillery units tracing
directly to him can move when his Force is activated. The Corps commands below him are not
activated when Napoleon is activated. They must activate themselves.
Example: at Austerlitz, an Aide that is not assigned a separate task simply moves along when
Napoleon does, or doesn’t even need to be on the map. When the Aide is given a task he then
becomes a Force of his own with any units he is assigned.

3 Game Turn Sequence of Play


3.1 Outline
You must do the following, in sequence, each game turn:
1. Recovery Phase (3.2)
2. Operations Phase (3.3)
3. End Turn Phase (3.4)

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3.2 Recovery Phase


This phase includes, in sequence:
 Straggler Recovery Step
 HQ Recovery Step

3.2.1 Straggler Recovery Step


In the Recovery Phase of each hourly turn (7.00, 8.00, etc) roll 1d10 for every Regiment that has
(a) lost at least two Companies/Squadrons; and (b) an HQ on the map. Adjust the die roll as
follows:
 Militia Regiment -1
 Elite Regiment +1
 Guard Regiment +2
 HQ is 10 hexes or more from an enemy unit +2
An adjusted roll of 7 or lower has no effect. If the adjusted roll is 8 or higher, select one
eliminated unit and return it to the map in a hex adjacent to another Company/Squadron from
the same Regiment. A like Company/Squadron is permanently eliminated. You may not place
the recovered unit in a hex adjacent to any enemy unit. If you cannot place the unit without
breaching this last restriction, the recovery does not happen. The second Company is then
removed permanently from play and may never be returned.

Note 1: you may never recover eliminated artillery units.

Note 2: Infantry Battalion and Cavalry Regiment level units are not brought back in this manner -
only Companies and Squadrons. A Regiment that has lost all Companies/Squadrons and its’ HQ
does not get an opportunity to perform this step.

Note 3: for the purposes of this rule a Regiment is defined as the first level of HQ. For the
French this will usually be an actual Regimental sized unit. For the Allies it might be a Brigade,
or even a Battalion in the case of the British and KGL.

3.2.2 HQ Recovery Step


Both players may return previously eliminated HQ units to play. Such HQs may be placed
anywhere on the map, but must be on a stack of units they command.
Example: the HQ for an infantry Regiment must be placed on a Combat Unit of the same
Regiment. A Brigade HQ must be placed on a unit belonging to that Brigade, and so on. A
Regiment that has lost all Companies/Squadrons and its’ HQ does not have its HQ brought back.
Optional Rule: Use this step to also check for and recover from Ammunition Shortages.
Ammunition Shortages affect infantry units only. Cavalry and Artillery units do not suffer these
effects.
At the start of each hour every Brigade HQ rolls on the Ammunition Shortage Table. If a Brigade
is determined to suffer the effect then roll the die for each Regiment in the Brigade. If a
Regiment is determined to suffer the effects then flip the HQ over to the Red shaded side.
Units Short of Ammunition:
Fire at half strength

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Melee at full strength

3.3 Operations Phase


The Operations Phase has these parts:
 Initiative Step
 Activation Step
 Operations Step
In the Initiative Step you work out who goes first in the Activation Step.
In the Activation Step you try to activate your units. If you succeed, you go to the Operations
Step, and afterwards play returns to the Activation Step with your opponent trying to activate
his units. If you fail, your opponent tries to activate his units. Play continues in this way with
players alternating Activation Steps and Operations Steps until all units have been activated.

3.3.1 Initiative Step


The French and Coalition players each roll a 1d10; in the case of a tie roll again. The player
rolling higher conducts the first Activation Step. Go to the Activation Step. If Napoleon is
present on the field then add 1 to the French die roll.

3.3.2 Activation Step


The player rolls 1d6 and compares the result to his HQs’ Leadership Ratings. If the roll is less
than or equal to an HQ’s Leadership Rating, that HQ’s Force is now activated and takes part in
the Operations Step.
Exception 1: each Force may only be activated once in each game turn. Therefore, ignore any
Force previously activated in the current game turn. Note that more than one Force may be
activated in a single Activation Step.
Exception 2: a force commanded by a HQ with a Leadership Rating of 5 or 6 is allowed to pass
on activation if there are still friendly forces with lower Leadership Ratings that can be activated.
When there are no lower Leadership Rated forces needing to be activated for an activation
phase, a player is forced to activate these 5 or 6 Leadership Rated HQ forces. This simulates the
better leaders being able to determine when the best time to act is for their troops to
accomplish their mission.
 If a Force activates, go to the Operations Step
 If no Force activates, the opposing player conducts an Activation Step
When conducting the Activation Step, the owning player should take care to remember to
include the HQ for any reinforcements entering in the current Game Turn.
Example: the French have 2 division commanders with circled 4s, 2 division commanders with
circled 3s, along with a corps commander with a circled 5.
The player rolls a 1d6 when it is his opportunity to do so (this progresses back and forth until all
forces have been activated) and gets a 4. When compared against his commanders’ ratings
there are 3 of them that have that number or higher and he can now activate those divisions and
corps assets. The 2 divisions with the 3 rated commanders must wait until the players’ next
opportunity to roll.

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3.3.3 Operations Step


Now the owning player carries out Operations for the units of each activated Force, one Force at
a time, as follows:
 Command Control Check
 Movement and Fire Combat
 Melee Combat
Example: a player successfully activates Force 1 and Force 2. He decides to deal with Force 2
first. He does the Command Control Check for Force 2. Then he completes its movement and Fire
Combat, and finally it’s Melee Combat. Then he does the same for Force 1.
The activated Force’s Combat Units may perform Fire Combat, or Move, or Move and then
perform Fire Combat after receiving and remaining after Defensive Fire. The activated Force’s
Non-Combat Units, such as HQs, may move. Combat units of a force do not have to all fire or all
move. Some units may move while others fire and vice versa.
Exception: see Passage of Lines (Optional 5.4).
After completing the activated Force’s Fire Combat and movement, resolve any Melee Combat.
Note: typically, the activated Force’s Combat Units are the attacker in its own Operations Step.
However, at this time you must also resolve Melee Combat for enemy cavalry units which
successfully Counter-Charged or Opportunity Charged.
After completing Operations for an activated Force, place the Force’s moved marker on its HQ
and conduct Operations for another activated Force, if any, until all activated Forces have
completed Operations.
Note: an activated Force which does nothing, still counts as having been activated and so may
not be activated again in the current game turn.
If either side has Forces which have not yet activated, the other player now conducts an
Activation Step.
Play continues in this way, with players alternating Activation Steps (and subsequent Operations
Steps) until all Forces have been activated.
Then go to the End Turn Phase.

3.4 End Turn Phase


Combat Units may now be able to recover from the effects of Combat. See LoO Recovery (4.5).
Unless the game has ended, advance the Game Turn counter and start a new turn.

4 Levels of Order
4.1 Initial LoO and Changes
Every Combat Unit has a Level of Order (LoO) - the higher the better:
 Regular Combat Units start at LoO 5
 Elite Combat Units start at LoO 6
 Guard Combat Units start at LoO 7

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 Battalion level units start with 1 additional LoO than listed above
A Combat Unit’s LoO changes for various reasons (mainly due to the effects of combat) and all
changes are cumulative.
Refer to each game’s rules supplement for any additional changes to LoO start states or
recovery.
Example: infantry unit A at LoO 5 suffers a loss of 1 LoO. It is now LoO 4. It suffers another 1 LoO
loss and becomes LoO 3.
All Combat Units in a hex have the same LoO. A stack (newly created or otherwise) automatically
assumes the lowest LoO of the units in the stack.
Example: infantry unit B at LoO 4 moves into a hex occupied by infantry unit C at LoO 5.
Immediately the units are stacked, all are at LoO 4. Note that it does not matter if unit B moves
through unit C’s hex, or stops there; as soon as the stack exists, it takes the lowest LoO.

4.2 LoO Markers


Original LoO New LoO
Marker: Marker:

As a unit’s LoO changes, you should use the appropriate marker to show the current LoO.
We have changed the design of the LoO markers. The original LoO markers show the unit’s LoO
at the bottom, and the change to the unit’s Combat Strength at the top. Example: the marker on
the left shows a unit at LoO 3 with its Combat Strength reduced by 2. The new LoO markers have
the same information, but a reduction to the unit’s Combat Strength is shown at the top as an
equivalent number of red circles. Example: the marker on the right shows a unit at LoO 2 with its
Combat Strength reduced by 3.
In the Basic Game, put LoO markers on top of the affected unit or stack.
Optional Rule 1: by mutual agreement, you may put LoO markers under the affected unit or
stack where they may not be examined by the enemy player.
Optional Rule 2: by mutual agreement, you may put LoO markers of units that have full LoO
under the affected unit or stack where they may not be examined by the enemy player and
place LoO markers of units with reduced LoO on the top of a stack.

4.3 Disorder
Disorder happens immediately after a Combat Unit’s LoO falls to 1, or as the result of
any retreat result on the Melee combat table. When units Disorder, place a Disorder
marker on the stack. Exception: Disorder happens to Infantry Battalion and Cavalry
Regimental level units when they fall to LoO 2 or 1.
Units turn to face away from the enemy, and retreat 3 hexes.
Artillery is not forced to Disorder from the effects of fire combat against it. Artillery is reduced
in LoO due to fire combat to LoO 1 but not lower. The player has the option to:
1. Remain in place and continue operating
2. Attempt to Disorder as described immediately below

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a. In the case of a failed roll, in this voluntary circumstance, the artillery is not
eliminated, it remains in place at LoO 1
For artillery, the owning player rolls 1d6 and adds 1 if there’s an HQ in the hex, or adds 2 if
there’s an HQ with a Leadership Rating in the hex. On an adjusted roll of 5 or higher, the artillery
enters Out of Battery (if not already in that formation), turns to face away from the enemy, and
retreats 3 hexes. On an adjusted roll of 4 or lower, the artillery is eliminated.
A stack of units suffering Disorder must stay stacked. HQ units stacked with units becoming
Disordered, must stay stacked with them.
A unit suffering Disorder which cannot complete its enforced retreat of 3 hexes for any reason
has one Company sized unit eliminated for each hex of the 3 mandatory that cannot be made.
A unit that suffers Disorder before its force gets activated may choose to move, during its
activation, if the unit is moving further to the rear.
This section clarifies section 4.3 Disorder. The Exception states that Battalions and Regiments
Disorder on LoO2 or 1.
1. Battalion/Regiment unit counters Disorder and Retreat 3 hexes and face to the rear
when they reach LoO1, the same as Company/Squadron sized unit counters
2. Battalion/Regiment unit counters do not Disorder and Retreat 3 hexes and face to the
rear when they reach LoO2
3. Units that are Disordered move with a movement allowance of 3 movement points.

4.4 Elimination
At LoO 0 (or lower) a Combat Unit is eliminated and removed from play. Eliminated infantry and
cavalry units, other than Infantry Battalion and Cavalry Regiment level units, may return to play
in a future Recovery Phase (3.2)
Design Note: elimination does not mean the unit has been wiped out to the last man. It has,
however, suffered casualties, lost discipline and order, and stopped functioning as a coherent,
effective military unit. The Straggler Recovery Phase reflects the effects of officers gathering up
survivors, stragglers and the like, forming them into new units, and readying them for action.

4.5 LoO Recovery


In the End Turn Phase, all on board units, except cavalry units which charged in the current turn
and units with Disorder markers on them, are eligible to recover LoO at the following rates:

Unit Type Recovers


Militia or Regular 1 LoO
Elite 2 LoO
Guard 3 LoO
However, the following conditions affect recovery of LoO:
 Units adjacent to an enemy unit (regardless of any facing) recover 1 less LoO, and may
recover a maximum of 2 LoO, even if Elite or Guard.
 Units stacked with an HQ recover 1 additional LoO

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 A unit that is Out of Command recovers 1 less LoO


In this Phase, no unit may either (a) lose LoO; or (b) rise to a LoO above its LoO at the start of
the game.
Disorder markers are removed in this phase also, although no LoO recovery may happen to the
units under the Disorder marker. When conducting this activity change the LoO markers first,
and then remove all the Disorder and Charge markers. This will save confusion about which
units can recover LoO.

5 Stacking
Stacking restrictions apply to Combat Units at all times. If you find Combat Units stacked in
excess of the stated limits, the owning player must immediately eliminate as many of them as
are required to conform to the stacking limit. If a stack of units is forced to retreat in violation
of stacking they must lose an additional LoO for each hex they cannot retreat to the rear.
Non-Combat Units and markers do not count towards the stacking limit. (For example, you may
stack as many Leaders in a hex as you want.)

5.1 Artillery Stacking


 May never stack with cavalry
 May stack up to 3 units in any formation, including when moving along a road or trail
 May stack 3 units in any formation, with 3 infantry units (but not a Battalion counter) in
any formation

5.2 Cavalry Stacking


 May never stack with infantry or artillery
 May stack up to 1 Regiment or 6 Squadron sized units in Column, Line, or General Order
formation
 May stack 2 Regiment sized units up to the 6 Squadron restriction
 May stack 1 unit in Skirmish formation
 May stack 2 Squadron sized units when moving along a road or trail

5.3 Infantry Stacking


 May never stack with cavalry
 May stack all the units from the same Battalion in Column, Line, General Order, or
Square formation, or up to 6 Companies, whichever is more restrictive
 May stack 2 Battalion level units up to the 6 Company restriction
 May stack 1 Company sized unit in Skirmish formation
 May stack 3 Company sized units in any formation, with 3 artillery units in any formation
 May stack 2 Company sized units when moving along a road or trail

5.4 Passage of Lines and Stacking (Optional)


As an option players may decide before play to use this rule

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 This rule applies to situations where units move through a hex occupied by other
friendly units
 This rule does not negate situations where a hex ends with an overstack condition
o If this occurs then units get eliminated as stated before
 Units may always move through stacks that would otherwise cause an overstack
condition
 When a unit or stack has another friendly unit involuntarily move through it, such as a
Disordered unit, the non-moving unit or stack must take 2 LoO losses
o This cannot cause a unit to go below 1 LoO and be eliminated
o If this causes a Company/Squadron unit originally in the hex to go to 1 LoO then
the non-moving unit also Disorders
o If this causes a Battalion/Regiment unit originally in the hex to go to 2 LoO or
below then the non-moving unit also Disorders
 When a unit or stack has another friendly unit voluntarily move through it, the non-
moving unit or stack must take 1 LoO loss
o This cannot cause a unit to go below 1 LoO and be eliminated
o If this causes a Company/Squadron unit originally in the hex to go to 1 LoO then
the non-moving unit Disorders
o If this causes a Battalion/Regiment unit originally in the hex to go to 2 LoO or
below then the non-moving unit Disorders

6 Command Control
To function properly, Combat Units must be in Command Control. You must check Command
Control for your units when they are activated. If they are then in Command Control, they
remain in Command Control until the next check – when they are next activated. Similarly, if
they are then Out of Command Control (OCC), they remain in that state till the next check.
Exception: after elimination of an HQ, until it returns to play, all of the units under its command
are considered Out of Command.

6.1 Requirements
To be in Command Control, firstly, Combat Units must be within the Command Range of their
Regimental HQ. Secondly, the Regimental HQ must be within the Command Range of the
Brigade HQ, which must be within Command Range of the Division HQ.
Note: ignore terrain, and enemy and friendly units when counting Command Range.
Units in Command Control may perform all actions as specified in the rules.
A Regiment/Brigade/Division HQ whose parent has not arrived on the map yet traces to the
highest HQ that is currently on the map. If the highest HQ is currently off map the highest HQ on
map may trace to a friendly map edge hex. The intent is to allow a HQ or Leader, as the highest
Leader/HQ on the map (his boss hasn't arrived yet) to be the boss. This Leader/HQ gets an army
like trace, unlimited to the board edge. It is not meant to apply at all levels of command when a
Leader/HQ gets lost in combat and the chain is momentarily broken.

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Units which are not in Command Control – Out of Command Control (OCC) – are restricted by
the following OCC effects.

6.1.1 OCC Units and Operations


Whenever OCC units are activated, before conducting the Operations Step, the owning player
must roll 1d10 on the Command Control Table to determine what these units do. You should roll
at the highest HQ level which is OCC.
Example: units of the 1st Regiment are within Command Control Range of their HQ. That HQ is
within Command Control Range of its Brigade HQ. However, the Brigade HQ is not within
Command Control Range of its Division HQ. Therefore, the Brigade HQ and all the units
underneath it in the chain of command are OCC. The owning player rolls once on the Command
Control Table and applies the result to all the Brigade’s units.

6.1.2 OCC Units and Combat


OCC units suffer an extra loss of 1 LoO every time they otherwise suffer a Combat Result.
Example: a stack of an OCC Regiment which is at LoO 4 suffers an artillery fire Combat Result of
a loss of 2 LoO. Because it is OCC this becomes a loss of 3 LoO, the stack goes to LoO 1 (4-3) and
Disorders.

6.1.3 OCC Units and LoO


OCC units recover 1 less LoO than they might otherwise do during LoO recovery.

6.2 Lost Eagles


This rule reflects Corps and Army morale, and causes a player who loses too
many HQ units to suffer. There is a track and marker to help follow the number of
“Lost Eagles” for each Corps (or other command, as specified in each game).
Advance the marker along the track one space for each HQ eliminated for any
reason, immediately as it happens.
Note: ignore the return of HQs for the purposes of this rule. In other words, if an HQ returns,
this does not undo the HQ’s earlier loss and has no effect on the Lost Eagles Track.
You must check the Lost Eagles Track as the first part of every game turn, before the Recovery
Phase.
 If the marker has reached at least the first box on the track with the name of the Corps,
every Combat Unit in the Corps has its maximum LoO reduced by 1. Units above the
new maximum LoO suffer the reduction immediately.
 If the marker has reached at least the second box on the track with the name of the
Corps, every Combat Unit in the Corps has its maximum LoO reduced by 2. Units above
the new maximum LoO suffer the reduction immediately.
Example: a regular Combat Unit from V Corps has a normal LoO of 5. If the V Corps Lost Eagles
marker reaches the first V Corps named box, its maximum LoO becomes 4. If the Lost Eagles
marker reaches the second V Corps named box, its maximum LoO becomes 3.

7 Formation and Facing


Combat Units may be in different formations, such as Column, General Order, Line, Skirmish,
Square, In Battery, and Out of Battery. A stack of units may only be in one formation. Units in

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one formation that voluntarily move into a hex with units in another formation must change to
the formation in the hex being occupied. Exception: artillery and infantry when stacked.
A Combat Unit’s formation determines which adjacent hexes are its Front, Flank or Rear. See the
Formation Chart for details.
Combat Units normally move into a hex to their front. You may move them into a hex to their
rear at an additional cost per hex of 1 MP, but they must keep their original facing.
Combat Units pay 1 MP to change facing by any amount. This is considered movement. When
moving along a road or trail units may change facing at no additional movement point cost.

7.1 Changing Formation


It costs infantry and cavalry units 2 MPs to change formation. It costs artillery units 3 MPs to
change formation. The cost to change formation may come from either the movement
remaining in its current formation or from the movement remaining in the formation it intends
to change into. After the change it uses the movement remaining in its new formation, if any.
Exception: there is no cost to change formation to or from General Order.
Example: infantry unit X is in Line and has 3 MPs. It moves through 2 clear terrain hexes at a cost
of 2 MPs, then changes formation into Column at a further cost of 2 MPs; a total of 4 MPs spent.
The Column shows 6 MPs available; as it has spent 4 MPs that means it has 2 MPs left to spend
now.
Example: infantry unit Z is in Column and has 6 MPs. It moves through 3 clear terrain hexes at a
cost of 3 MPs, and then changes into Line at a further cost of 2 MPs; a total of 5 MPs spent. The
Line shows 3 MPs available; as it has spent 5 MPs that means it has no MPs left to spend, and its
movement is finished.

7.1.1 Column

Infantry: Cavalry:

Only infantry and cavalry units in clear or orchard terrain may enter Column. When a unit enters
Column, ensure the appropriate side of the counter is face up, as shown above. Changing
formation and/or facing is considered movement for the purposes of Defensive Fire.

7.1.2 General Order


An infantry or cavalry unit not in Skirmish formation automatically changes to General Order
(and is placed with Column side up) when entering any terrain other than clear or orchard.
(There is no marker to show General Order.) The same units automatically change to Column
when they exit that terrain. There is no cost to enter or leave General Order.

7.1.3 In Battery & Out of Battery

In Battery: Out of Battery:

An artillery unit which is In Battery may fire, but may not move except to change facing or
formation. An In Battery unit may pay 1 MP to change facing by any amount. An artillery unit
which changes facing may not fire in the current Operations Step.

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An artillery unit which is Out of Battery may move or change facing or formation, but it may not
fire.
An artillery unit may change to In Battery or Out of Battery in any terrain it may enter. Ensure
the appropriate side of the counter is face up, as shown above.

7.1.4 Line

Infantry: Cavalry:

Only infantry and cavalry units in clear or orchard terrain may enter Line. When a unit enters
Line, ensure the appropriate side of the counter is face up, as shown above.

7.1.5 Skirmish
Infantry: Cavalry:

Only the following units may enter Skirmish formation:


 Infantry with the Light, Grenadier or Guard symbol
 Up to 2 regular infantry units (Company sized) from each French Regiment
 Light Cavalry
These units may enter Skirmish formation in any terrain they may enter. Put the appropriate
Skirmish formation marker (as shown above) on top of the unit. The marker shows the MPs
available to the unit while in Skirmish formation. When a unit voluntarily changes formation
from Skirmish formation, remove the marker, with the unit assuming the formation it was in
before it entered Skirmish formation.
Units in Skirmish formation:
 May Retreat Before Melee
 May Retreat Before Charge
 If cavalry, may not Charge

7.1.6 Square

Only infantry units in clear or orchard terrain, and at LoO 3 or higher, may enter Square
formation. Put a Square marker (as shown above) on top of the unit and place the unit with the
Column side up (the unit will use that side’s melee strength). The marker shows the MPs
available to the unit while in Square formation. When a unit voluntarily changes formation from
Square formation, remove the marker, with the unit assuming Column formation.
Small Squares can be harder for cavalry to attack using melee because not so many horses can
be brought to bear
 If the target consists of 3 Companies then there is a -1 DRM
 If the target consists of 2 Companies then there is a -2 DRM
 If the target consists of 1 Company then there is a -3 DRM

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7.2 Battalion and Regiment Counters


Players may use Infantry Battalion and Cavalry Regiment counters, at any time, instead of the
individual Company or Squadron sized counters forming the Battalion or Regiment. Example:
you may use Infantry Battalion level counters instead of Companies when setting up a scenario.
Either the Infantry Battalion or Cavalry Regiment counter or the Companies may be in play, but
never both at the same time.
Battalion and Regiment counters lose LoO in the same way as other units. Therefore, if an
Infantry Battalion or Cavalry Regiment counter reaches LoO of 1 or less, it begins losing a
Company, or Squadron, for each LoO that would take it to zero. This will force the Infantry
Battalion or Cavalry Regiment level unit to breakdown.
The following rules apply to Infantry Battalion and Cavalry Regiment counters:
 An Infantry Battalion or Cavalry Regiment counter receives one bonus LoO. Example:
the Company units of a Grenadier Battalion have 6 LoO. If replaced by a Battalion
counter, the Battalion has 7 LoO.
 An Infantry Battalion or Cavalry Regiment counter becomes Disordered when it reaches
LoO of 2 or 1.
 If Companies are replaced by an Infantry Battalion counter, the Infantry Battalion
counter inherits the worst LoO of the Companies making up the Battalion. Same for
Cavalry Regiments.
 If an Infantry Battalion counter is replaced by Company counters, all the Companies
inherit the LoO of the Infantry Battalion counter, but not the bonus. Example: if a
Grenadier Battalion counter with no losses is replaced by Company counters, each has 6
LoO.
 If a Cavalry Regiment counter is replaced by Squadron counters, all the Squadrons
inherit the LoO of the Cavalry Regiment counter, but not the bonus. Example: if a
Cuirassier Regiment counter with no losses is replaced by Squadron counters, each has 6
LoO.

7.2.1 Changing From Infantry Battalion to Companies


The Infantry Battalion counter must not have performed any actions before breaking down into
Companies.
Infantry Battalion counters in Line formation must spend all their MPs to break down into their
Companies in Line formation. The owning player may then, subject to stacking limits, put the
Company counters into (a) the hex previously occupied by the Infantry Battalion counter, and
(b) up to any two adjacent otherwise vacant hexes which are not adjacent to any enemy units.
Infantry Battalion counters in Column formation must spend 2 MPs to break down into their
Companies in Column formation. The owning player may then put the Company counters into
the hex previously occupied by the Infantry Battalion counter.

7.2.2 Changing From Companies to an Infantry Battalion


The Companies must not have performed any actions before changing to their Infantry Battalion
counter.
Companies in Line formation must be adjacent to each other and in no more than 3 hexes. They
spend all their MPs to change to their Infantry Battalion counter in Line formation. The owning

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player must put the Infantry Battalion counter into one of the hexes previously occupied by one
of its Companies that are not adjacent to enemy units.
Companies in Column formation must be stacked together in the same hex. They spend 2 MPs
to change to their Infantry Battalion counter in Column formation.

7.2.3 Changing From Cavalry Regiment to Squadrons


The Cavalry Regiment counter must not have performed any actions before breaking down into
Squadrons.
Cavalry Regiment counters in Line formation must spend all their MPs to break down into their
Squadrons in Line formation. The owning player may then, subject to stacking limits, put the
Squadron counters into (a) the hex previously occupied by the Cavalry Regiment counter, and
(b) up to any two adjacent otherwise vacant hexes which are not adjacent to any enemy units.
Cavalry Regiment counters in Column formation must spend 2 MPs to break down into their
Squadrons in Column formation. The owning player may then put the Squadron counters into
the hex previously occupied by the Cavalry Regiment counter.

7.2.4 Changing From Squadrons to a Cavalry Regiment


The Squadrons must not have performed any actions before changing to their Cavalry Regiment
counter.
Squadrons in Line formation must be adjacent to each other and in no more than 3 hexes. They
spend all their MPs to change to their Cavalry Regiment counter in Line formation. The owning
player must put the Cavalry Regiment counter into one of the hexes previously occupied by one
of its Squadrons that are not adjacent to enemy units.
Squadrons in Column formation must be stacked together in the same hex. They spend 2 MPs to
change to their Cavalry Regiment counter in Column formation.

8 Movement
Every unit has a movement allowance, measured in Movement Points (MPs), which is the
maximum number of MPs the unit may spend in a game turn. (You do not have to use all of a
unit’s MPs in a game turn.) Units may neither save MPs from turn to turn, nor transfer their MPs
to another unit.
You may move units one at a time, or as a stack. You may start moving a stack of units, and then
split the stack by dropping off one or more units. However, once you drop a unit off, you may
not move it any further. (If you want stacked units to move to different hexes, move them
separately.) You must complete movement (for the unit or stack) before starting to move
another unit or stack. Exception: see Charge Movement (8.3.2).
You move units from the hex they occupy to an adjacent hex, deducting the appropriate
Movement Point (MP) costs from the unit’s MPs, until you are finished moving the unit, or it has
no MPs left, whichever happens first. MP costs for terrain are shown on the Terrain Effects
Chart. Exception: regardless of terrain, HQs always pay 1 MP to enter a hex.
Important: infantry moving within 5 hexes of enemy cavalry in Skirmish formation, pay 1 extra
MP for every such hex they enter.

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You may never move a unit into a hex for which it does not have enough MPs to enter, including
any MP cost for changing formation. Exception: you may always move a unit into the adjacent
hex, regardless of the MP cost, so long as (a) the terrain does not otherwise prohibit the unit’s
entry; and (b) that is the unit’s only movement in the game turn.
Units may move backwards. They pay one extra movement point for each hex entered. When
doing this they must maintain the same facing, forward.
Special: units that are in Skirmish formation and next to enemy units provide any like type units
(infantry skirmishers for infantry units and cavalry skirmishers for cavalry units) behind them an
opportunity to move up with some cover. Any units that start adjacent to the skirmisher may
move into the skirmishers hex, up to the stacking limit, and any Defensive Fire on that hexes
frontal hex faces have the results reduced by 1 LoO.
Note: this was common practice, for the French in particular, to use one Legere or Light
Regiment from a division and spread it out over the division front, then move up behind them to
close for the assault.
The example below describes what happens.

Example:
 The units in hex “G” move into hex “E” with the Skirmishing unit
 Defensive Fire is conducted against a Column since the units moving in are in Column
 There is Defensive Fire against hex “E”
o Defensive Fire from hex “B” to hex “E” is 1 LoO less than what is called for
o Defensive Fire from hex “C” to hex “E” is 1 LoO less than what is called for
o Defensive Fire from hex “A” to hex “E” is normal

8.1 Road Column


To benefit from the lower MP cost of a Road or Trail – Road Column - a Combat Unit must be in
Column (or Out of Battery if artillery) and may not stack with more than 1 other like Combat
Unit. Exception: artillery may stack 3 units moving along a road or trail. A unit in Road Column
ignores the MP cost for changing facing while it moves along connected Road or Trail hexes.

8.2 Reinforcements
Reinforcements enter the map, a stack at a time as organized however the owning player sees
fit, and have their full number of MPs. The first stack pays the movement cost for the hex they
enter and may continue moving. The second stack pays double the movement cost of the hex

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they enter and may continue moving. The third stack pays triple the cost, and so on.
Reinforcements may use Road Column, if applicable, remembering the limitation on stacking.
Cavalry is allowed to conduct melee without charging. There are consequences to attempting
this since cavalry relied on the shock effect of the charge for its increase in power.
 Cavalry may choose to conduct melee without initiating a charge
o Cavalry that melee’s without charging has its strength halved
o Cavalry that melee’s without charging can recover a maximum of one Level of
Order

8.3 Charge
A Charge is a special type of cavalry movement which, except as specifically modified, follows
the standard movement rules. A unit or stack may be targeted by more than one Charge.
Note: a cavalry unit which Charges, counts as having moved. This is important because it
prevents the unit from attempting a Counter-Charge or an Opportunity Charge in the same
game turn.
 Cavalry that charges and comes adjacent to an enemy unit pins that unit, and that unit
may not react to any other friendly activities.
 When there may be a chain of charges and counter-charges that occur during the same
friendly Operations Phase, the last target of the chain is the only melee combat that is
resolved, the others are ignored.
 Once a charge starts, any type of charge, no change of facing is allowed.

8.3.1 Charge Prerequisites


To declare a Charge, the cavalry must:
 Be at LoO 3 or higher
 Be in clear terrain
 Have a LOS to a possible target hex
 Have enough MPs to reach a hex adjacent to the target hex (while obeying the
limitations of Charge movement)
Play Note: you do not need to disclose a target hex to the enemy player.

8.3.2 Charge Movement


You may declare a Charge for a stack of cavalry units or a Regiment. You conduct the Charge
movement by stack with Supporting Units; in a Charge, the Supporting Units follow the lead
stack. This is an exception to the movement rules. See Supporting Units (10.9.1).
Example: a cavalry Regiment is in four stacks. There are two stacks in front, each with a
supporting stack behind it. The owning player declares a Charge by the Regiment. The owning
player chooses one front stack and moves it and it’s Supporting Units (10.9.1) towards the target
hex. After completing that move – which may be interrupted by an attempted Counter-Charge –
the owning player now moves the second front stack and its Supporting Units.

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You may declare a Charge anytime during the normal movement of cavalry. The cavalry then has
whatever MPs remain to conduct the Charge. If more than one cavalry unit charges they may be
in different formations.
After declaring a Charge, the involved units:
 May only move through their front hexes, and may not change facing
 May not move or melee into or through town, woods, marsh, or orchard hexes
 Must subtract 1 LoO at the instant they cross a stream hexside
 Cavalry units that are making an Opportunity Charge move one hex at a time to a hex
adjacent to their target. The target of the Opportunity Charge does not move in
response during the enemy cavalry movement to contact. Cavalry enemies of the
Opportunity Charging cavalry may attempt Counter or Opportunity Charges. The
originally Opportunity Charger stops when contact is made by the responding cavalry
unit.

8.3.3 Impetus

Each hex a cavalry unit enters while Charging, gives that unit 1 point of Impetus, up to a
maximum of 3. Each 1 point of Impetus adds 1 to each unit’s Combat Strength in Melee. Use an
Impetus marker (+0, +1, +2, or +3 as appropriate) as a reminder.
Play Note: Supporting Units also count as having Charged – for example, for LoO recovery – and
you may find it helpful to also give them an Impetus marker as a reminder, removing it after LoO
recovery.
Note: Counter-Charging cavalry may also accumulate Impetus. It is therefore possible for
opposing cavalry in a Melee to both have Impetus.

8.3.4 Charge Bonuses in Melee


Apply the following modifiers to the Combat Strength of each cavalry unit in Melee Combat
following a Charge:
 Light Cavalry
Against infantry not in Square +3
Against infantry in Square -5
Against Heavy Cavalry -2
 Heavy Cavalry
Against infantry not in Square +5
Against infantry in square -7
Against Light Cavalry +3
 Lancers
Against infantry in Square -2
Against Light Cavalry +2
Note 1: cavalry that did not Charge, do not receive any of the preceding modifiers in Melee
Combat. These bonuses are only applied to the cavalry initiating the melee.

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Note 2: Cossacks that charge a Disordered unit have their strength doubled and gets a +2 DRM
applied to the melee in addition to any other DRMs.
Note 3: Cossacks that charge a unit with LoO1 or LoO2 get a +2 DRM applied to the melee in
addition to any other DRMs.
Note 4: Lancers are also considered Light Cavalry.

8.4 Charge Reactions


The following Charge reactions are possible:
 Counter-Charge
 Form Square
 Retreat Before Charge
 Stand

8.4.1 Counter-Charge
Friendly cavalry that has not Charged, Counter-Charged, or Opportunity Charged, in the current
game turn may Counter Charge an enemy Charging unit. If the friendly cavalry unit has moved
already the Counter-Charge or Opportunity Charge is allowed if the target is within 3 hexes. You
may declare a Counter-Charge attempt when there is a LOS from the cavalry attempting the
Counter-Charge to the Charging cavalry. If you choose not to attempt the Counter-Charge when
the Charging cavalry is in any particular hex, this does not stop you making the attempt when
the Charging cavalry is in another hex.
The prerequisites for a Counter-Charge (and movement restrictions and effects) are the same as
for a Charge. However, in addition, to see if the Counter-Charge attempt succeeds, the owning
player rolls 1d6 and modifies the result:
 By the amount of any LoO modifier; and
 By +1 if there’s an HQ stacked with the cavalry attempting the Counter-Charge, or +2 if
the HQ has a Leadership Rating
If the Adjusted Result is 3 or lower, the Counter-Charge attempt fails. The units may not attempt
another Counter-Charge against the Charging cavalry.
If the Adjusted Result is 4 or higher, the Counter-Charge attempt succeeds. First, the Counter-
Charging cavalry must change facing (at no MP cost) so the original Charging cavalry are to their
front. Then, both players alternate movement of the Charging and Counter-Charging units
directly toward each other, 1 hex at a time, with the original Charging cavalry going first. The
cavalry making the last move to become adjacent becomes the attacker in the following Melee.

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1. The French cavalry charged 1 hex


after starting in hex 1714. The French
cavalry then moved to hex 1613
getting a +1 Impetus marker.
2. When the French were in hex 1613
the Austrian Cavalry in hex 1511
attempted a roll and succeeded in
their attempt to Counter Charge. A +0
Impetus marker was placed on the
cavalry unit.
3. The French cavalry then moved to
hex 1612 getting a +2 Impetus marker
and the Austrian cavalry moved to
hex 1611, becoming adjacent and
getting a +1 Impetus marker.

You are allowed to try to Counter-Charge cavalry which are Counter-Charging. In a case where
there are counter-charges against counter-charges, only the last counter-charge is resolved
through melee.
Example: French cavalry unit A declares a Charge. Russian cavalry unit Z successfully declares a
Counter-Charge. French Cavalry unit B then successfully declares a Counter-Charge against Z.
The players move units Z and B as for a normal Charge/Counter-Charge until they are adjacent,
and that is the only Melee Combat which occurs. Unit A moves no further and does not Melee.

8.4.2 Form Square


Infantry at LoO 3 or better may react to a Charge by attempting to form Square. The infantry
may attempt this immediately when there is a valid LOS to the charging unit or at any time until
the charging unit reaches an adjacent hex.
Refer to the Make Square table. Roll 1d6, adjust for any applicable modifiers, and cross refer the
adjusted roll with the number of hexes the charging cavalry is from the infantry. The result
shown is the reduction in LoO the infantry suffers. The infantry form Square unless their LoO
falls to 1 or less. If the infantry are at LoO 1 they Disorder, and if at LoO 0 or less they are
eliminated.
If the infantry form Square, they may use Defensive Fire on the charging cavalry when the
cavalry moves adjacent.

8.4.3 Retreat Before Charge


Infantry or cavalry units in Skirmish may Retreat Before Charge into a Woods or Town hex to
their rear. They maintain the same facing but suffer a loss of 1 LoO.

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Units in Skirmish formation may retreat Before a Charge into a hex directly behind which
includes friendly units in Line, Column, or Square formation. They assume the facing and
formation of the units they retreat into.
Exception: cavalry in Skirmish formation that has moved in the current Game Turn may not
Retreat Before Charge.

8.4.4 Stand
Infantry and artillery units which are the target of a Charge (the target) must attempt to Stand.
This is done only once, immediately the Charging cavalry moves adjacent, and is not required
during other Charges in the same Operations Step. Target units in Square automatically Stand.
Cavalry automatically Stand, though they may also be able to Counter-Charge.
To resolve the Stand attempt, the owning player (of the target unit or units attempting to Stand)
rolls 1d6 on the Roll to Stand Table, modifying the roll by -1 if the there is an HQ stacked with
the target, or -2 if the HQ has a Leadership Rating. Cross refer the adjusted roll with the
Charging Cavalry’s LoO Potential (Impetus). The result is the amount of LoO suffered by the
target.
In addition, if the target is being Charged through a flank hex, it loses a further 2 LoO, and if
being Charged through a rear hex, it loses a further 1 LoO.
If the LoO of the target is now 2 or higher it successfully Stands. If otherwise, it fails. If the LoO is
1, the target Disorders, and if the LoO is 0, the target is eliminated.
If the target successfully Stands, it may (if otherwise eligible) conduct Defensive Fire on the
Charging cavalry unit. The Charging cavalry must conduct Melee Combat against the target in
the next round of Melee resolutions.
If the target does not Stand, the Charging Cavalry may continue their Charge with any remaining
MPs, and following the usual Charge movement restrictions. For example, the cavalry may
Charge ahead, but may not change facing. They retain accumulated Impetus.
Example: cavalry Charge an infantry unit at LoO 4 which is stacked with an HQ with a Leadership
Rating. The cavalry have gained Impetus of 3 when they come adjacent to the infantry. The
infantry attempt to Stand, and the owning Player rolls 1d6.
1. The French cavalry charged 3
Roll to Stand hexes and have gained 3
Impetus.
d6 +0 +1 +2 +3
2. The Austrian infantry rolls on
0 -0 -0 -0 -0 the Roll to Stand Table. If a die
1 -0 -1 -1 -1
roll of 3 was obtained,
accounting for the Leader, giving
2 -0 -1 -2 -2
an adjusted result of 1. The die
3 -0 -1 -2 -3 roll is cross referenced with the
4 -0 -1 -2 -3 impetus of +3 and a result -1 is
5 -0 -1 -2 -3 obtained.
6 -0 -1 -2 -3 3. This result means the infantry
changes the 4LoO marker for a
3LoO marker.

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8.5 Opportunity Charge


Friendly cavalry that has not Charged, Counter-Charged, or Opportunity Charged, in the current
game turn may Opportunity Charge when an enemy Combat Unit conducts regular movement
(not a Charge) within their LOS. The prerequisites for an Opportunity-Charge (and movement
restrictions and effects) are the same as for a Charge. However, in addition, to see if the
Opportunity Charge attempt succeeds, the owning Player rolls 1d6 and modifies the result:
 By the amount of any LoO modifier; and
 By +1 if there’s an HQ stacked with the cavalry attempting the Opportunity-Charge, or
+2 if the HQ has a Leadership Rating
If the Adjusted Result is 2 or lower, the Opportunity-Charge attempt fails. The units may not
attempt another Opportunity Charge against the moving unit.
If the Adjusted Result is 3 or higher, the Opportunity Charge succeeds. The owning Player moves
the now Charging Cavalry. However, the target of this Charge may react, and cavalry may
Counter-Charge, in each case complying with the relevant rules.

8.6 Infantry Battalion and Cavalry Regiment Unit Movement


Infantry Battalion and Cavalry Regiment units move the same as other units, paying the
appropriate costs.

9 Line of Sight
Line of Sight (LOS) is an imaginary line drawn from the center of one hex to the center of
another hex. For example, in Fire Combat, the LOS is drawn from the firer’s hex to the target’s
hex. If this line is blocked, or is longer than the maximum sighting distance, there is no LOS. LOS
is mutual; if unit A can see unit B, then unit B can see unit A.
Note: blocking terrain means terrain which is noted on the Terrain Effects Chart as blocking LOS.
LOS is always clear between adjacent hexes. When resolving LOS issues, you must always ignore
the presence of Combat Units or blocking terrain in either of the LOS end hexes. In other words,
units can always see into a hex that blocks LOS, but not through it.

9.1 Maximum LOS Length


The maximum length of the LOS is equivalent to the maximum sighting distance of 20 hexes. The
weather rules in individual games may reduce this distance. For example, in Telnitz, the main
scenario starts with fog and a maximum sighting distance of 2 hexes, so no LOS can be longer
than 2 hexes.

9.2 Same Elevation


When you draw LOS from one hex to another, and both hexes are on the same elevation
(height), LOS is blocked if any part of it crosses a hex with a Combat Unit or blocking terrain or
both. If the LOS passes along a hexside between two hexes and only one of the hexes has a
Combat Unit or blocking terrain or both, the LOS is blocked.

9.3 Different Elevation


When you draw LOS from one hex to another, and both hexes are on different elevations
(height), LOS is blocked if:

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 The higher hex is not the edge of a Slope or Steep Slope, or


 There is a Combat Unit or blocking terrain or both in a hex which is closer to the lower
hex.
 If the LOS passes along a hexside between two hexes, and only one of the hexes has a
Combat Unit or blocking terrain or both – which might otherwise block LOS - the LOS is
blocked.

10 Combat
Combat Units attack enemy Combat Units using two types of combat: Fire Combat (representing
musket, rifle, and artillery fire) and Melee Combat (representing short-range fire, close combat,
and hand-to-hand fighting). Apart from Melee Combat following a Charge, combat is voluntary.
When determining Die Roll Modifiers for leaders a player uses only the one best DRM available.
You must fully resolve all combat against a particular hex, before starting combat against
another hex.

10.1 Combat Strength Check


Both types of combat use a system of adjustable strengths for infantry and cavalry units: the
owning Player rolls 1d6 for each combat and refers to the appropriate table on the Adjustable
Strength Player Aid Card, making any adjustments to the die roll as shown there, and applying
the result to each combat unit (Company/Squadron sized) involved. By cross referring the
adjusted die roll with the appropriate column, the outcome is a modifier to the unit’s Combat
Strength. Note: after all adjustments, no unit’s Combat Strength is ever reduced below 1.
Optional Rule: Players may ignore the variable Combat Strength Check and use the base
strengths to help speed up play. Or they may select a specific row to use for every combat. Or
they may roll 1d6 at game start to determine which row to use for the entire game.
Example: A Russian infantry unit of Combat Strength 6 is in Square and at LoO 3, when it tries to
use Fire Combat. Its Combat Strength starts at 6 and is reduced by 2 for the LoO, becoming 4.
The owning Player rolls 1d6 and gets a 3. On the Russian Square column of the Adjustable
Strength Chart, that produces a -4. So its Combat Strength is 4 -4 = 0, which is rounded up to the
minimum of 1.

10.2 Flank Effects


Any attacking unit in Melee Combat which is attacking through a flank or rear hex of the target
hex adjusts its Combat Strength as follows:
 Attacking through a flank hex +3
 Attacking through a rear hex +2
Any defending cavalry units that are in Line formation roll on the variable strength table as if
they were in Column formation instead.

10.3 Combat Results


Fire Combat results are either no effect, or a reduction in LoO of the Combat Units in the target
hex. Such reduction may, in turn, cause the units to suffer a Disorder (4.3) or lose one or more
Companies (10.4).

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Players have some choice when taking losses from Fire Combat.
A Regular unit may trade one LoO loss for a Company/Squadron loss; additional LoO losses are
still taken
An Elite unit may trade up to two LoO losses for a Company/Squadron loss; additional LoO
losses are still taken
A Guard unit may trade up to three LoO losses for a Company/Squadron loss; additional LoO
losses are still taken

Melee Combat results may include a reduction in LoO of the attacking units or the defending
units or both, as well as possibly a Retreat. Again, a reduction in LoO may cause units to suffer a
Disorder (4.3) or lose one or more Companies (10.4).

10.4 General Fire Combat Rules


Only infantry and artillery units may conduct fire combat, and only through their front hexes.
Infantry units firing never combine fire - all units’ fire individually – and stacked units may fire at
different targets. Only the top 2 Companies in Line or Column formation may Fire. All
Companies in Square or General Order may Fire. No more than 2 infantry Companies may fire
out of any one hexside. Therefore if 6 Companies are stacked together in a woods hex in
General Order 2 Companies can fire out of 3 different hex faces.
You may fire each unit once when it is activated, provided it does not move afterwards. A unit
may also move, and at the end of the move, if adjacent to the enemy, and remaining there after
Defensive Fire, may perform Fire Combat. You do not need to declare all your fires in advance.
You may fire one unit, see the outcome and then decide which unit to fire next and at what
target.
Fire affects all units in a hex equally until the stack hits LoO1. Once a stack has hit LoO1 it loses
1 Company, or Squadron, sized unit for each loss of LoO thereafter. This is also the same for
Infantry Battalion and Cavalry Regiment Level units.
Example 1: a stack of 4 infantry Companies is at LoO4. They are fired upon by an artillery unit
and receive a 2LoO loss. The stack is now at LoO2. The stack is fired at by another artillery unit
and the result of that is a 3LoO loss. The stack now goes to LoO1, loses 2 Companies, and
Disorders and retreats. There remain 2 infantry Companies at LoO1 that have retreated 3 hexes
and are facing away from the enemy.
Example 2: an Infantry Battalion Level unit with 4 infantry Companies is at LoO4. They are fired
upon by an artillery unit and receive a 1LoO loss. The stack is now at LoO3. The stack is fired at
by another artillery unit and the result of that is a 3LoO loss. The stack now goes to LoO1, loses 1
Company (forcing a breakdown of the Infantry Battalion Level unit into 3 Companies), and
Disorders and retreats. There remain 3 infantry Companies at LoO1 that have retreated 3 hexes
and are facing away from the enemy.

10.5 Infantry Fire Combat


Infantry fire combat has a maximum range of 1 hex. Infantry units are never allowed to combine
their fire. All Companies must fire individually.
To Resolve Infantry Fire Combat:
1. Nominate the firing unit
2. Specify the target hex

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3. Roll 1d10 and 1d6 and apply the relevant modifiers listed in #4 below; treat an adjusted roll
of less than 1 as 1, and an adjusted roll of 12 or greater as 12; use the 1d6 roll to determine
the variable strength for all fire combat against the same target, no need to roll this die for
each firer firing at the same target; the 1d10 though would be rolled for each firer
4. Take the firing unit’s printed Combat Strength and adjust for (a) any LoO marker; and (b)
the effects of a Combat Strength Check (10.1), to arrive at the final Combat Strength which
for infantry may never be below 1
5. Go to the Fire Combat Table and find the column matching the Combat Strength
6. Cross refer the adjusted roll with the Combat Strength to find the Combat Result – the
effect on the target stack – and apply it
Example: a French infantry unit in Line with a Combat Strength of 6 is at LoO 4 and fires on a
stack of two Austrian Companies at Lo0 3 in Column. The French unit’s Combat Strength starts at
6, minus 1 for LoO 4, making it 5. The roll on the Adjustable Strength Chart is 3 which give a
result of 2 to add. So, its final Combat Strength is 7 (5+2). There is a +2 modifier to the die roll for
firing on units in Column. The firing player rolls 1d10 and gets a 9; adjusted to 11, giving a
Combat Result of 2. The target units drop from LoO 3 to LoO 1 and are Disordered. They must
immediately retreat 3 hexes and face away from the enemy.

10.5.1 Rank Fire


Rank Fire allows infantry combat units in Line formation to fire twice each time it is activated. (In
addition, infantry combat units may fire twice each Game Turn using Rank Fire for Defensive Fire
(0)). When using Rank Fire, do not do a Combat Strength Check. Instead, use 2/3 of the combat
strength, rounded up, for each fire combat. Then place a marker to show if the unit has used the
first rank or has used both ranks.
Note: If using the Rank Fire rule, a unit has the option of firing twice using Rank Fire, or not
using Rank Fire and firing once at full strength.

10.5.2 Infantry Battalion Fire


There are normally 2 fire combat factors on the top of an Infantry Battalion unit.

10.6 Artillery Fire Combat


Artillery must be In Battery to fire at the enemy. Artillery Fire Combat has a maximum range as
shown on the artillery unit, or the visibility range, whichever is shorter.
Artillery units do not conduct a Combat Strength Check. Instead, when firing, their Combat
Strength is adjusted by reference to the Artillery Firepower Table.
To Resolve Artillery Fire Combat:
1. Nominate the firing unit
2. Specify the target hex
3. Check there is a valid LOS and the target is in range; if otherwise, the fire is cancelled,
though the unit may fire at another target
4. Take the firing unit’s printed Combat Strength and adjust for (a) any LoO marker (which
may result in the base strength of the artillery being less than 1 which is allowed for

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artillery); and (b) the result from the Artillery Firepower Table, to arrive at the final Combat
Strength
5. Go to the Fire Combat Table and find the column matching the Combat Strength
6. Roll 1d10 and apply the relevant modifiers; treat an adjusted roll of less than 1 as 1, and an
adjusted roll of 12 or greater as 12
7. Cross refer the adjusted roll with the Combat Strength to find the Combat Result – the
effect on the target stack – and apply it
Example: a French artillery unit with a Combat Strength of 4 and maximum range of 12 is at LoO
5 and fires on a stack of three Russian Austrian Companies at Lo0 5 in Square. The range is 4
hexes and there is a valid LOS. The French unit’s Combat Strength starts at 4. Cross referring its
maximum range of 12 with the range to the target of 4 produces a +8 result for a final Combat
Strength of 12. There is a +3 modifier for firing on units in Square. The firing player rolls 1d10 and
gets a 5; adjusted to 8, this gives a result of 2. The target units drop from LoO 5 to LoO 3.
Optional: Players may choose to use the following canister die roll modifiers in lieu of the
standard modifiers. These modifiers are here for those who want to have a more realistic
canister effect. At 100m the blast cone is narrow, at 200m the cone widens, at 300m the cone
widens more, and then the cone is wide enough to lessen the effect. With that in mind the Die
Roll Modifier adjusts with the range to:
1 hex - +1 DRM
2 hexes - +2 DRM
3 hexes - +3 DRM
4 hexes - +2 DRM

This is a clarification of section 10.6 Artillery Fire Combat. In this example I am using a battery
consisting of 6-12lb and 2-8lb guns. There are 3 artillery sections total.
1. Add together the number of guns firing from all sections stacked together
2. Add to that, 2, for an LoO bump up for the second section firing
3. Add to that, 1, for an LoO bump up for the third section firing
4. Calculate the range addition based on the shortest range section that is firing
a. For a battery with 2 sections of 18 and 1 section of 14, use the 14
5. Add the calculated range strength adjustment
6. Add to that any LoO adjustment marker, just once (an LoO6 marker under a battery
would only add 1 to the total firing strength, not 1 for each section)
The RED numbers represent the firing strength at each range out to the battery maximum
range of 18.

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+2 LoO for the first additional section


+1 LoO for the second additional section
12/8lb
Combined 3+3+2+2+1 14
Range 1 11 7 18 3+3+2+2+1
2 11 6 17 3+3+2+2+1
3 11 6 17 3+3+2+2+1
4 11 5 16 3+3+2+2+1
5 11 5 16 3+3+2+2+1
6 11 4 15 3+3+2+2+1
7 11 4 15 3+3+2+2+1
8 11 3 14 3+3+2+2+1
9 11 3 14 3+3+2+2+1
10 11 2 13 3+3+2+2+1
11 11 2 13 3+3+2+2+1
12 11 1 12 3+3+2+2+1
13 11 1 12 3+3+2+2+1
14 11 0 11 3+3+2+2+1
15 8 2 10 3+3+2
16 8 1 9 3+3+2
17 8 1 9 3+3+2
18 8 0 8 3+3+2

10.7 Defensive Fire


In addition to fire during a unit’s own Operations Step, during every enemy Operations Step, you
may conduct Fire Combat against any enemy Combat Unit that enters a hex adjacent to a
friendly infantry or artillery unit, which is that friendly unit’s front hex, or expends movement
points in their front hex. If multiple units are eligible to conduct Defensive Fire, the owning
player may fire as few or as many as wanted. An artillery unit may only use Defensive Fire once
in each Game Turn. An infantry unit may use Defensive Fire once, using normal fire, or twice if
using Rank Fire (10.5.1), in each Game Turn. If the opportunity to Defensive Fire against a
particular enemy unit is not exercised immediately, it is lost.
Exceptions:
 Infantry units in Column may not conduct Defensive Fire
 If a player does not fire in response to an enemy unit moving adjacent and the enemy
unit makes an additional formation change in the friendly unit’s front hex after moving
adjacent, the friendly unit may then choose to defensive fire using the most
advantageous target formation
 You may not conduct Defensive Fire against enemy units retreating as part of a
Disorder, or Melee Combat Result.
 Defensive Fire may not be used against an enemy unit that just advanced after melee
into a hex that puts them adjacent to a friendly unit

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10.8 General Melee Combat Rules


Only infantry and cavalry units may initiate Melee Combat, and only through their front hexes
against enemy Combat Units in an adjacent hex. Charging cavalry units must conduct Melee
Combat; for all other Combat Units it is voluntary. Note: cavalry may Melee without Charging.
Each eligible unit may Melee once when it is activated. Units may not Melee into prohibited
terrain types.
Only the top 2 Companies/Squadrons in Line formation may add their strength together for a
Melee. All Companies/Squadrons in Column, Square or General Order may add their strength
together for a Melee. The Strength of an artillery unit for melee is the number on the
movement side of the counter.
Units may Melee individually, or in combination as the owning player wishes; stacked units may
Melee different enemy units. Each separate Melee Combat targets all enemy Combat Units in a
single hex at a time. However, in the same Melee part of a single Operations Step, you may use
Melee Combat against the same hex more than once with different attacking units.
You do not need to declare all your Melees in advance. You may resolve one Melee, see the
outcome and then decide which units to attack with next and against what target.

10.9 Resolving Melee Combat


To resolve Melee Combat:
 Nominate the unit or units conducting the Melee and any Supporting Units.
 Specify the target hex.
 If the units in the target hex are in Skirmish formation, they may be able to Retreat Before
Melee (10.10) at this point; if not, continue Melee resolution.
 Take each attacking unit’s printed Combat Strength and adjust for (a) any LoO marker;
(b) the effects of a Combat Strength Check (10.1); (c) Flank Effects (10.2); (d) Impetus
(8.3.3) and Charge Bonuses in Melee (8.3.4), to arrive at the unit’s final Combat
Strength.
 Total the final Combat Strength of all attacking units.
 Take each defending unit’s printed Combat Strength and adjust for (a) any LoO marker;
and (b) the effects of a Combat Strength Check (10.1), to arrive at the unit’s final
Combat Strength.
 Total the final Combat Strength of all defending units.
 Compare the total attacking Combat Strength to the total defending Combat Strength, and
express the result as a ratio, rounding down in favor of the defender.
Example: attacking Combat Strength of 23 against defending Combat Strength of 12 is
expressed as 23:12 which is not enough for 2:1, and so rounds down to 1.5:1.
 Go to the Melee Combat Table and find the column matching the ratio, or which is closest to
the ratio but does not exceed it; treat a ratio of less than 1:3 as 1:3, and a ratio of greater
than 7:1 as 7:1.
 Roll 1d10 and apply the relevant modifiers; treat an adjusted roll of less than 1 as 1, and
an adjusted roll of 12 or greater as 12.

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 Apply the result; first to the defending units, then to the attacking units, including any
Retreat (10.11) or Advance (10.12).
Example: two French infantry units (both in Column, Combat Strength 6, and at LoO 5) Melee a
Russian infantry unit (in Line, Combat Strength 6, and at LoO 4) down a Slope. The Russians have
two HQs in the hex: one without a Leadership Rating, and one with a Leadership Rating. There
are no Flank Effects.
The French player does a Combat Strength Check for each unit and gets a 2 result for each. So,
the combined attacking Combat Strength is 6 +2 = 8 for each unit, making a total of 16.
The Russian player does a Combat Strength Check for his unit and gets a -1. So the defending
Combat Strength is 6 -1 (LoO) -1 (CSC) = 4. The ratio of 16:4 rounds to 4:1.
The French player rolls 1d10 on the 4:1 column with a +1 modifier for Melee down a Slope, and -
2 because of the Russian HQ with a Leadership Rating, for a net -1. The roll is a 6 which becomes
a 5, and the result is 1/r2. The Russian unit becomes LoO 2 and retreats (with its HQs). The
French units both become LoO 4 and may advance.

10.9.1 Supporting Units


When units attack (this means only the attacker gets this benefit) in a Melee, as the result of a
Charge or not, a Support DRM is gained for every Company/Squadron over the first 2 that are
involved in the attack.
The maximum allowable Support DRM in any case is +4.
Supporting units must be in the attackers hex or in one of the immediately behind hexes as
shown in the picture below.
Infantry Battalion and Cavalry Regiment counters have a built in Support DRM which is the RED
(+2 for example) number on the bottom of the counter to the right of the movement allowance.
An Infantry Battalion counter may get support from another Infantry Battalion counter of the
same Regiment, and also Companies of the same Regiment as stated above. A Cavalry Regiment
counter may get support from another Cavalry Regiment counter when the two are from the
same Regiment. This usually only happens when a Cavalry Regiment has an “a’ and a “b”
Regiment counter because it is larger than stacking limits allow. The game rules supplement
should state where these cases apply. Supporting units must be in the attackers hex or in one of
the immediately behind hexes.
Support Die Roll Modifiers are never applicable to the defender.

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1 Supporting Squadron/Company
provides a +1 DRM in situation A

2 Supporting Squadrons/Companies
provides a +2 DRM in situation B

Supporting Units give a beneficial die roll modifier in Melee Combat, but only to attackers who:
 Are at LoO 3 or higher
 Are not attacking from a woods or town hex

10.9.2 Supporting Units and Combat Results


In Melee Combat apply the attacker’s Combat Result to Supporting Units as follows:
 The Combat Result -1 to the first (closest) stack of Supporting Units
 The Combat Result -2 to the other stack of Supporting Units
Example: in a Melee with two stacks of Supporting Units, the attacker suffers a Combat Result of
a loss of 2 LoO. The first stack of Supporting Units suffers a loss of 1 LoO and the other stack
suffers no loss of LoO.

10.9.3 Infantry Battalion and Cavalry Regiment Counters in Melee


Infantry Battalion or Cavalry Regiment counters attacking in Melee receive an automatic support
die roll modifier as shown at the bottom of the unit to the right of the movement value, in red.
Infantry Battalions of the same Regiment may support each other. The Support is calculated still
as the number of Companies/Squadrons over 2, up to a maximum DRM of +4.
To calculate the strength of an Infantry Battalion or Cavalry Regiment counter in Line for Melee:
1. Determine the base strength of a single Company/Squadron
a. Look at the number to the left of either the ‘/’ or the ‘x’ signs
2. Roll for the Adjusted Strength
a. Add, or subtract, the adjustment modifier to the base strength number
3. Determine any other strength adjustments
a. LoO
b. Flank attack
c. Rear attack
4. Add the base strength, the Adjusted Strength, and any other adjustments together
5. Multiply the result of #4 above by 2 when the unit is in Line

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To calculate the strength of an Infantry Battalion or Cavalry Regiment counter in Column for
Melee:
1. Determine the base strength of a single Company/Squadron
a. Look at the number to the left of either the ‘/’ or the ‘x’ signs
2. Roll for the Adjusted Strength
a. Add, or subtract, the adjustment modifier to the base strength number
3. Determine any other strength adjustments
a. LoO
b. Flank attack
c. Rear attack
4. Add the base strength, the Adjusted Strength, and any other adjustments together
5. Multiply the result of #4 above by the total number of Companies/Squadrons in the
Battalion/Regiment

Example 1: An Infantry Battalion or Cavalry Regiment in Line formation and having 4 Companies,
and a printed strength of 12, is the target of a Melee. The player makes the Adjustable Strength
check and gets a result of +2. The player multiplies the +2 by 2 for a total of +4 and adds that +4
to the 12 for a new total of 16, which is then used for the Melee calculation.
Example 2: An Infantry Battalion or Cavalry Regiment in Column formation and having 3
Companies, and a printed strength of 18, is conducting a Melee against an enemy target. The
player makes the Adjustable Strength check and gets a +2. The player then multiplies the +2 by 3
(the number of Companies) for a total of +6 and adds that +6 to the 18 for a new total of 24,
which is then used for the Melee calculation.

10.10 Retreat Before Melee


Whenever Melee Combat is declared against Combat Units in Skirmish, the owning player may
have the Skirmish Units Retreat Before Melee.
Exceptions:
 Cavalry that have already moved in the current Game Turn may not Retreat Before
Melee
 Units already in a Melee may not Retreat Before Melee
To Retreat Before Melee, move the Skirmishing units one hex backwards (two hexes if cavalry)
and reduce their LoO by 1. A unit which retreats into an enemy Combat Unit’s front hex while
Retreating Before Melee, suffers an additional loss of 1 LoO for each such hex entered.
The Combat Units which declared Melee Combat against units which Retreat Before Melee, may
Advance into the vacated hex. No further Melee against the Retreated combat unit is allowed.
Units in Skirmish formation may retreat Before Melee into a hex directly behind which includes
units in Line, Column, or Square formation. They assume the facing and formation of the units
they retreat into.

10.11 Retreat Result


Units suffering a retreat result in Melee Combat must move the full distance away from the
enemy units causing the result. Whatever hex they end their retreat in; the owning player must
turn them so that they face away from the enemy units causing the retreat. These units must

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also have a Disorder marker placed on them. Retreating units shall make their best effort to
retreat in a direction that takes them toward their friendly map edge and away from the enemy
while increasing the distance between them and the enemy unit causing the retreat/Disorder
result. Units are allowed to move parallel to the front if no other path exists or if they are
moving toward some form of covered terrain such as a town or woods hex.
However, for retreating artillery, the owning Player rolls 1d6 and adds 1 if there’s an HQ in the
hex, or adds 2 if there’s an HQ with a Leadership Rating in the hex. On an adjusted roll of 5 or
higher, the artillery enters Out of Battery (if not already in that formation), turns to face away
from the enemy, and retreats 3 hexes. On an adjusted roll of 4 or lower, the artillery is
eliminated.
A stack of units which retreat must stay stacked. HQ units stacked with retreating units must
stay stacked with them.
Combat Units which cannot retreat the full distance of a Melee Combat Result (for example,
because of stacking limits) loses 1 LoO for each hex they do not retreat.
Example: a stack that can only retreat 1 hex loses an extra 2 LoO.
Combat Units which retreat into an enemy Combat Unit’s front hex, lose 1 LoO for each such
hex entered.
Combat Units in Square ignore Melee retreat results, unless the result calls for a 3 LoO loss or
more. (They may need to retreat because of Disorder.) Combat Units in Square which do retreat,
immediately change to Column.

10.12 Advance
If the defender in the Melee Combat either retreats or is eliminated, the attacker must advance
adjacent attacking units into the now vacant hex. (Remember stacking limits, however.) No
change of facing is allowed. HQ units may acCompany the advance if stacked with the advancing
units.
When attacking units advance, you must immediately move any Supporting Units to maintain
their position relative to the advancing units. (In other words, the Supporting Units stay
connected to the units they were supporting.)
Attacking units that advance after melee into a hex and find themselves adjacent to enemy units
cannot declare a melee against those units.

11 Weather
Weather can affect visibility, movement, and even combat between enemy units. Each game
will have specific rules for weather when they are needed.

12 Special Terrain
This section covers some special terrain effects.

12.1 Sunken Roads


These features need special rules to account for a variety of situations that can exist. The word
“screened”, used in the context of this rule, means that the unit is below ground level and

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cannot be seen by enemy units at the same elevation which are also not adjacent, but can be
seen by units above their elevation. These screened units also DO NOT block Line of Sight
between friendly and enemy units they are between because they are lower than ground level.
 If a unit is in LINE formation, and parallel to the sunken road, the unit is in the road and
screened
 If a unit is in COLUMN formation, and parallel to the sunken road, the unit is in the road
and screened
 If a unit is in SKIRMISH formation, and parallel to the sunken road, the unit is in the road
and screened
 Units in any other formation are NOT considered in the road nor screened
 Units perpendicular to the sunken road are not considered in the road or screened
 If an artillery unit is OUT BATTERY (ready to move), and parallel to the sunken road, the
unit is in the road and screened
 If an artillery unit is IN BATTERY (ready to fire) it is NOT considered in the road nor
screened
 Movement along a sunken road is the same as moving along a Road or Trail
 When moving into a Sunken Road from a non-road/trail hex there is an extra 1 MP cost
 When moving into a Sunken Road from a non-road/trail hex there is a 1 LoO loss
 There is no additional MP cost to move out of the Sunken Road hex to a non-road/trail
hex
 There is no additional LoO loss when moving out of a Sunken Road/Trail hex

12.2 Chateau’s and Churches


These features need special rules to account for a variety of situations that can exist.
 Units in Farms, Chateaus, and Churches are not required to retreat under any
circumstances, this includes their walled in garden areas
 Units in Farms, Chateaus, and Churches are always In Command. If one of these terrain
types has a hedged area surrounding it then the area inside the hedge also allows units
to be considered In Command
 Fire combat into Farm, Chateau, or Church hexes have a -6 DRM, these hexes will have a
yellowish background to distinguish them
 Melee combat into Farm, Chateau, or Church hexes have a -4 DRM, these hexes will
have a yellowish background to distinguish them
 Units in Farms, Chateaus, and Churches recover 1 LoO more than they would otherwise,
this is valid for the yellowish background hexes only, not the walled in gardens
 Units in YELLOW shaded hexes cannot fall below LoO3 due to fire combat
 Units in YELLOW shaded hexes must be melee’d in order to be reduced below LoO3 or
eliminated
 Units in YELLOW shaded hexes are not required to retreat as the result of a melee, but
may, at their option, if they have reached the threshold of LoO1
 Artillery units firing into YELLOW shaded hexes at canister range do not get the die roll
modifier benefits of firing canister
This is an addition to section 12.2 Chateau’s and Churches, but specific to Towns/Villages. This
must be agreed to before play begins.
 Units in Town/Village hexes cannot fall below LoO2 due to fire combat

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 Units in Town/Village hexes must be melee’d in order to be reduced below LoO2 or


eliminated
 Units in Town/Village hexes are not required to retreat as a result of a melee, but may,
at their option, if they have reached the threshold of LoO1.

13 Intelligence
You may only examine enemy units which are 10 hexes or less from one of your units. There
does not need to be a LOS. Exception: if the current maximum LOS is less than 10, you may only
examine enemy units which are within that range from one of your units.

14 Designer’s Notes
A considerable amount of effort went into these rules to better complete them and flush out
some minor quirks. You should find them much more satisfactory than the original set. Ellis
Simpson was a great help in this regard and especially with the newer and better reading
format. Below are the reasons for some decisions that were made for the game and its recent
changes. Players should feel free to adopt these rules for all Incredible Courage series games.
OPERATIONS PHASE – was always meant to be a rather open and unstructured event since
combat is not structured and doesn’t follow the same pattern every game turn. This is
supposed to provide maximum flexibility in carrying out the basic plan of attack or defense.
FORCE ACTIVATION – a change to this area now allows a player to choose the time when a 5 or 6
rated HQ with Leadership makes its mark on the battle during that turn. These were leaders
with an uncommon ability to time their move to the best possible time.
DISORDER – a new marker was added. This marker prevents the unit under the marker from
recovering LoO in the turn the marker is on top of it. Once the marker is removed LoO recovery
occurs normally. This feature will now also add the possibility of having infectious Disorders and
causing sections of the line to become weakened through the chaos of Disorder.
LEVELS of ORDER – the markers went through a big change since the feedback I kept getting was
that they were confusing. Players weren’t sure about how to read them. Now it should be
clearer that the big black number represents the LoO level and the dots represent the amount
to add or subtract based on that level. I prefer this method of distributing losses to them as
units lost their ability to conduct movement and combat as they became less ordered.
STACKING – I had to look really hard at this. I was looking for a little more consistency in the
rules. I examined the deployment based on some writing by Scott Bowden and James Arnold
and determined that in any basic formation a single soldier needed 1 square yard of space and a
cavalry trooper needed a 2 x 5 yard space. In looking at this for Line formations I said that a 150
man Company, in 3 ranks (most European countries at the time, except Britain), needed 50
yards of front per Company in Line formation. That would allow for 2 Companies of frontage and
my reason for limiting fire in this formation to only 2 Companies. I originally had a 2 Company
stacking limit and realized that if 1 Company required 3 yards of depth they could have plenty of
room for a Battalions worth. The same thinking should be applied for the cavalry. Therefore my
new stacking restrictions of a full Battalion of infantry and a Regiments worth (or 6 Squadrons)
of cavalry are now the standard. I added an optional rule for Passage of Lines. I recommend
this rule highly as I think it adds to the realism of having units move through or retreating

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through other units. The rule allows for movement through friendly units in either direction.
Units retreating after being Disordered will have a serious negative effect. While units moving
forward will have less of an effect on the LoO of the unit they move through. Units regularly
opened their ranks and allowed other friendly units to move through them as they were pushing
forward in an attack.
LOSSES – I was having a hard time with seeing whole Battalions of infantry vanish from a fire
attack. I also had a hard time with seeing players wince when they had to advance into an
enemy line of deployed infantry. I have changed the losses to happen at the Company/Squadron
level to help stop the practice of avoidance and heave into the enemy instead. Another change
put into effect is to allow units to trade LoO losses for Company/Squadron losses. This permits a
player to press an attack even through heavy fire. The Fire Combat Table also contains some
results now that have both a direct unit loss and a loss of LoO. Lastly, the Fire Combat table has
been changed to reflect a possibility that a Company/Squadron can be lost directly. This was
put in place for some specific situations such as when a Battery might fire all at once, when a
Battery fires canister, or even some lucky infantry fire. The volume of fire has gotten so heavy
that plenty of soldiers are hit that it removes a unit immediately.
LOST EAGLES – the wording of Captured Eagles made it sound as though it was only applicable
to Melee. It is supposed to apply to any loss of a HQ, even during a fire attack. Use of this rule
is encouraged since the effect of leader and eagle losses was severe over a prolonged period of
time.
GENERAL ORDER – Having units face a hexside caused some difficulty, therefore I changed it to
face a vertex, like everything else. Units just are less ordered as a result of combat. A decision
based on playtest was to limit the number of Companies that can fire out of each hex face to
two. There is an assumption on my part that this formation can handle all round defense and
keeps the basic standard that 2 Companies can fire from a hex front intact.
BATTALION and REGIMENT COUNTERS – are no longer an option. You now get to choose your
deployment. They will help ease the clutter and they do make it easier to keep track of where a
Regiment is.
SUPPORTS – I have extended this concept into the same stack if you have more than 2
Companies/Squadrons. This is a simple extension of the stacking rule change where an Infantry
Battalion worth of infantry in Line formation can stack together now as well as a Cavalry
Regiment.
Artillery Special Leaders: Giving all HQ the ability to add a DRM to artillery fire combat was not
good. Only a special few officers had the ability to coordinate and fire guns in coordination with
each other.
Calculating the Strength of Battery Fire: Battery is pretty strong even with this change, but it was
even stronger without it. This calculation gives a better representation of the destructive nature
of being in front of a battery when it fires.
Disorder of Battalions/Regiments: I found that having these larger formations Disorder at LoO2
made them virtually impossible to reduce in strength. They would almost always be able to run
away. The units would never have to reach LoO0 in order to take a loss. Therefore I am making
it easier to cause a casualty and force some losses. In addition there was no stated movement
allowance for Disordered units.

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Cavalry, Melee, and LoO Recovery: There were a number of situations that required some
clarification based on comments. Cavalry conducting melee without charging is allowed. There
were no consequences of doing this and it was taken advantage of. Cavalry derived its great
power through the effect of shock, but occasionally found it necessary to fight without charging.
The consequences of doing so should not allow the unit to have that much power or to be able
to recover in the normal manner. No reacting after being contacted by charging cavalry. The
target of a cavalry charge, if it stands, is not able to react to any other threats since it is fixated
on the oncoming cavalry. The target at the end of a chain of charges is the only melee that is
resolved. The simple reason for this is the nature of trying to account for who may still be
targeted at whom. Therefore I am making only the last target a valid melee. If the players think
they can come up with a system to keep track of targets and chargers of the intermediate
charges then please do so, and then write me with your idea. I am changing the way
Opportunity Charge movement works to more closely resemble Counter-Charging. I think this
works better for allowing the uncertainty of the battle to take over.
Chateau’s and Churches: This change is critical to being able to actually hold an important place
such as either Hougomont or La Haye Saint. These changes will allow units to hold out for a
much longer amount of time. These changes will allow units to hold out for longer. Ultimately
the houses and other urban features provided considerable cover and protection for the
defender.
Options for Towns/Villages: This change is critical to being able to actually hold an important
place such as any Town/Village. These changes will allow units to hold out for longer.
Ultimately the houses and other urban features provided considerable cover and protection for
the defender.

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15 Extended Fire Example

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16 Extended Charge Example

17 Credits
Chris Fasulo Sr designed and developed The Incredible Courage game. Ellis Simpson’s format for
the rules was used with this version of the rules.
Playtesters and Reviewers: Joe Perez (of the Metropolitan Wargamers), Stacey Fitzsimmons,
Eric Schatz, Keith Plymale, and the Jacksonville Garrison (Chip Coffey, Mike DuBose, John Reich,
Frank Scarci, David Drake, and Andy Sikes)
Special Recognition: goes out to the Jacksonville Garrison Group and Eric Schatz for their
support of this game system and playtest support. These individuals provided a wealth of
reading material, and comments from playtesting. Their comments were very well detailed and
thought out. They provided me some excellent information to make some of the changes you
will find within these rules.

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