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Ii-Game Sequence Iii-Game Components Iv-Combat Formations Viii-Melee

The document outlines the game sequence and components of a wargame, including: 1) Combat is resolved in two phases - a movement phase where cavalry can charge, and units move and change formation, followed by a melee phase to resolve combat. 2) Units have different formations that provide benefits in movement, fire, or melee based on the terrain and situation. Infantry can be in line, column, square or dispersed formations. Artillery can be limbered or unlimbered. 3) A variety of factors are considered in combat including melee values, morale, leaders, and terrain. Outcomes can cause units to become disordered or destroyed.

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Marietto Theboss
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© © All Rights Reserved
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0% found this document useful (0 votes)
28 views

Ii-Game Sequence Iii-Game Components Iv-Combat Formations Viii-Melee

The document outlines the game sequence and components of a wargame, including: 1) Combat is resolved in two phases - a movement phase where cavalry can charge, and units move and change formation, followed by a melee phase to resolve combat. 2) Units have different formations that provide benefits in movement, fire, or melee based on the terrain and situation. Infantry can be in line, column, square or dispersed formations. Artillery can be limbered or unlimbered. 3) A variety of factors are considered in combat including melee values, morale, leaders, and terrain. Outcomes can cause units to become disordered or destroyed.

Uploaded by

Marietto Theboss
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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II-GAME SEQUENCE VIII-MELEE

III-GAME COMPONENTS VIII.1-General Case


VIII.2-Stacks and Melee
IV- COMBAT FORMATIONS VIII.3-Melee Value
IV.0 -Formations Changes VI.3 VIII.4-Melee Strength
IV.A-INF VIII.5-Attack Hexes
XVI.1- VOLTS VIII.6-Flank / Rear Attack
IX.6 INF Square VIII.7-Melee Prohibitions
IV.B-CAV VIII.8-Melee Combat
XVI.4-CAV VIII.9-DG and Retreat
IX-CAV CHARGES VIII.10-Advance After Combat
IX.1-General Case
IX.2-Charge Movement X-MORALE
IX.3-Charge Combat Resolved in Melee phase X.1-Morale Check MC Causes
IX.4-Charge Exploitation X.2-Morale Check
IX.5-Combined Charges X.3-Automatic Success and Automatic Failure
IX.7-Countercharge X.4-Modifiers
VI.5- Deliberate DG of the CAV
VI.8-CAV Withdrawal XI-RALLY
IV.C-ART XI.1-Eligible Units
IX.6 ART in Square XI.2-Rally Check
XVI.2-ART Losses XI.3-Success
UnLIM ART: if Attacked from a flank or rear hex XI.4-Failure
XI.5-DG Units Stacking
V-STACKING
V.2-Stacking Prohibitions XII-ARMY - CORPS MORALE
V.3-Stacking & Combat XII.1 Demoralization
V.4-Stacking & Losses XII.2 Desperate
V.5-Stacking & MCs -The "Chain Reaction" Effect
V.6-Stacking & OPP Fire
V.7-Stacking & Facing XIII-REINFORCEMENTS
V.8-DG Units & Other Formations Entrance MP cost
V.9-Stack Order Orders

VI-MOVEMENT AND TERRAIN XIV-LEADERS


VI.1-General XIV.1-The Various Leaders
VI.2-Entering a Hex XIV.2-Values
VI.3-Formation Change Δ XIV.3-Combat Value Effects
VI.4-Facing Change XIV.4-Morale Effects
VI.6-Terrain Effects on Movement Bridge - Col Or Gen Order XIV.5-Elimination
VI.7-Road Bonus XIV.6-Substitute Leaders

VII-FIRE XVII-COMMAND AND CONTROL


VII.1-Firepower XVII.1-First Level: Leaders Army Commander – command 3 units
VII.2-Range XVII.2-Second Level: Command Radius
VII.3-Fire XVII.3-Third Level: Tactical
VII.4-Offensive / Defensive Fire XVII.5-Aides and Orders
VII.5-OPP Fire Intercepting An Order
VII.6-Line of Sight for ART XVII.6-Obeying Orders
VII.7-Blocking Terrains XVII.7-Initiative
VII.8-Losses
VII.9-Morale Check XVI.6- Morale in Town/FFarm/Castle XV- LINE OF COMMUNICATIONS LOC
VII.10-Fire Against a Square
- summarized by Todd Larsen
II-GAME TURN SEQUENCE
1 First player turn.
- CAV charges.
- Regular movement.
- Second player Defensive fire.
- Offensive fire.
- Melee phase.
- Rally phase.
2 Second player turn.
Same sequence as above

III-GAME COMPONENTS - Melee value: multiplied by the number of steps = melee strength.
III.1-The combat units (Fig.1) - Number of Steps: each step represents about 300 men or 6 guns
- Line or COL for INF and CAV. - Movement Allowance: number of MPs subject to the TEC
- LIM or unLIM for ART. - Morale: this value represents the staying power of a unit

Fire Range: III.5-Maps Hex terrain is determined by the majority type.


- 5 to 7 hexes for ART - 2 categories of waterways
- 2 for INF with Volts Deployed. - rivers and the major streams, which can’t be crossed;
- Always 1 for INF when no Volts deployed. - streams, brooks and minor streams, can be crossed with restrictions.
- CAV can’t fight by fire.
Scale
III.2-Leader counters represent not only the Leader himself, but also * 1 counter = 1 INV or CAV Reg or 2 ART batteries.
his staff, his aides, and all his retinue * 1 hexagon = about 250 meters.
* 1 game turn = 30 minutes.
- Firepower: This value depends on the unit type. CAV has none. * 1 loss step = 300 men or one ART battery (6 guns)

1
IV-COMBAT FORMATIONS - some voluntarily, others due to - DG units are not required to move in the movement phase, but
external. The front of a unit is marked with a colored Line may be required to in the rally phase.
- The firepower and the melee value are 1.
- INF - Line (best when firing) - Use the COL morale with a -2 modifier.
- COL (best when meleeing) - If a DG unit suffers a second DG, it is ELIM except when the
- Square (when facing CAV) army is demoralized, see XII).
- General Order (mandatory in a town, forest, brush and - Can’t stack with a good order unit (that is, any other formation).
castle)
- DG (after a failed MC, or as the result of combat) IV.4) INF in Square
- ART- LIM (to move) - This formation is allowed only in clear,
- unLIM (to fire) farm or difficult terrain (where there is no
- DG mandatory formation).
- CAV- COL (usual formation for movement) - Use the Line side of the counter, and
- Line (“en bataille” during a charge) place a Square marker along the back of
- General Order (town, forest, brush or castle) the unit counter.
- DG - The six ADJ hexes are front hexes (no
flank, no rear).
IV.A-Infantry INF - MA is 1 MP to move or change formation.
IV.1) INF in Line - Use the printed value against Attacking CAV.
- Can stack with ART, LIM or unLIM, - Halve the printed melee value when Defending against INF.
provided the units have at least 2
common front hexes. If the Square is Attacked both by INF and CAV, the Defending
- Fire range is 1 hex plus Volts INF is halved and the CAV melee value is reduced to 1.
- use printed melee value when Attacking - A Square can’t initiate melee.
or Defending ending through the front - The firepower is the Line FP modified by -2, but with a MIN of 1.
- reduce by half FRU when Attacked from - The morale is modified by +2 against CAV.
a flank or rear. VIII-6 (with the notable - The Square may have an unLIM LIM ART in mixed order (IX-6).
Excs of mixed order and protected flank). - Other INF or ART may move through a Square while in a
different formation, but they can’t stop there except if the join the
IV.2) INF in COL Square.
- 3-hex front when Defending - As opposed to other games, CAV can’t enter a hex where an
- 1 hex front on Attacks by fire or melee enemy INF Square is.
- The melee value is modified by +1
when Attacking, but not when Defending. IX.6-INF Square
- Movement can be executed through the Non DG INF can be in Square formation at the start of the
hex facing the unit symbol only. charge, or it can attempt to form Square at any moment during
- Can stack with ART, LIM or unLIM, the charge except if the CAV is ADJ even before the CAV makes
provided the units have at least 2 a single move.
common front hexes. - An INF not in Square during a charge can suffer 1 additional
- The melee value is reduced by half FRU when Attacked step loss, any result other than 0 is +1 loss, if 2 losses are
from a flank or rear. required the top unit takes both.
DEF INF form Square on passing a MC, with all modifiers,
IV.3) INF in General Order except the -2 for being Attacked from a rear / flank hex
- This formation is mandatory in a town, - MC is modified by the distance from the charging CAV:
castle, brush or wood hex. - If this distance is 3 hexes or more, a bonus of 1 applies.
- Use the COL side of the counter. - If this distance is 2 hexes, no modifier applies.
- The six ADJ hexes are front hexes. LOS might be important. If the CAV is 3 hexes away but is seen
- The firepower is 1. only at 2 hexes, the last will be used for the MC.
- Use the printed melee value for Attack - Other INF, stacked underneath, automatically adopt this
and Defense formation too.
- Town and castle: MCs called by combat - If the CAV is ADJ to the target, no Square attempt can be
results (fire & melee) per XVI.6 Adv Rule. made, the INF must stand the melee unchanged.
- Can stack with LIM ART in a town or forest hex (on a road in - If several INF are stacked together, the top unit checks morale.
this case). - If successful, the whole stack adopts the Square formation.
Excs: an INF does not adopt Gen Ord if it is DG (see IV-5). - If it fails, it becomes DG, and the 2nd unit in the stack checks
morale with a -2 modifier, 3rd –4 etc. see X-4.
IV.5) DG INF – loss of cohesion - If all the units in the hex fail, they remain in place and await for
- Use the COL side of the counter. the melee result before retreating.
- Place a numeric marker across the unit counter. Use the - If 1 unit passes the MC, after others units have already failed
current game turn number. their MC and become DG, the others retreat and are not part of
- The six ADJ hexes are front hexes (no flank, no rear). the CAV melee. So DG & Square units are not in the same hex.
- Upon its DG, the unit retreats 2 hexes (see VIII.9).
- A DG unit can’t Attack in melee, but it can Defend. VII.10-Fire Against a Square
MC roll is modified by +1 if the target is in Square formation, it does not
- Use the COL MA, can only move towards its LOC XV. matter where the fire comes.

2
XVI.1- VOLTIGEURS Volts, have 2 front hexes IV.8) CAV in COL
Every INF unit can deploy Volts - Facing is similar to COL INF.
- A unit can deploy Volts - Col is mandatory in these 2 cases:
- once during his movement phase * the unit is not moving
- once at the end of his rally phase. * the unit uses normal movement.
- Can’t deploy more Volts than the # of steps they have left. - The melee value is ½ FRU when Attacked
- deployed in an ADJ Front hex from a rear / flank hex.
- hex must be free of any unit
- Line INF in COL or in General Order can deploy 1 Volt IV.9) CAV in General Order
- Line INF in Line can deploy 2 - Use the COL side of the counter.
- Light INF (printed range of 2) can deploy 3 in any ADJ hex - The six ADJ hexes are front hexes (not flank,
- this is the only difference with Light INF vs Line Inf. no rear).
- DG, Square, or a militia units (Landwehr) can’t deploy any. - The melee value is 1 when the CAV Defends
- They can be deployed in any terrain where the movement is (no possible Attack in General Order).
allowed. - Town and castle: MCs caused by fire &
- Deployed in an ADJ hex where the mother unit can fire melee as per XVI.6 Adv Rule.
- Only the upper unit of the stack can deploy Volts - This formation is mandatory when the unit occupies a town,
- Deployment does not trigger OPP fire or counter charge. brush, castle, wood hex and is not moving
- To deploy and reintegrate Volts does not cost any MP. ***during normal movement as soon as the unit enters 1 of these
- A Volt unit fires on an ADJ front hex with a fire power of 1 terrain types, and until it leaves these terrain types.
- This value is never modified, can’t be added to another Volt Excs: - if the CAV is DG.
fire but 1 (only) can be added to a regular fire. - if the CAV charges or countercharges: it uses the Line
- They do not block the Line of sight. formation for the duration of the charge, melee value of 1 (IX-1).
- Fire on a unit beyond a Volt is made with a negative of 1,
except if this value was already 1, then not modified IV.10 DG CAV – after loss of cohesion
- Several Volts on the path only decrease the final fire value - Use the COL side of the counter.
by 1 - Place a numeric marker across the unit counter. Use the
- Volts can’t stack with enemy units. current game turn number.
- A friendly Volt stacked on a unit is simply ignored. It is - The six ADJ hexes are front hexes (no flank, no rear).
reintegrated if still stacked at the end of the movement phase. - Upon its DG, the unit immediately retreats 2 hexes (see VIII.9).
- When an enemy INF or ART enters a Volt hex, they trigger - Can’t charge.
an OPP fire if they enter from a front hex, then the Volts are - Use the COL MA, movement is allowed only toward the LOC
reintegrated. - The melee value is 1.
Exc: if the INF enters preceded by its Volt, then the 2 - Use the COL morale with a -2 modifier.
opposing Volts are removed and no OPP fire from the Volts - If a DG unit suffers a second DG, it is ELIM for good (Exc when
is performed. the army is demoralized, see XII).
- When an enemy CAV enters an ADJ hex the Volt is - Can’t stack with any other formation
reintegrated with no fire.
- Practically, the movement of the mother-unit is made first, VI.5-Deliberate CAV DG
then the Volts follows and are set around. If any OPP fires A CAV unit can voluntarily adopt a DG state at any time
occur their precise position is set hex by hex. They do not - during its turn
trigger an OPP fire by themselves. They can’t be Attacked in - or during its opponents charge or movement phase when an
any way. enemy unit enters or starts a charge in an ADJ hex.
- With the Excs stated above, they are not considered as -This decision must be immediately taken when the occasion
"units". occurs. Its cost is 0 MP.
- retreat 2 hexes
IV.B Cavalry CAV - A numeric marker is placed, use the previous turn number.
IV.7) CAV in Line (“en bataille“) - The CAV will be able to check its rally as soon as the next turn.
- Facing is similar to INF in Line formation. - After this DG, the enemy unit may keep moving or charge if it
- Every charge or countercharge can be has any MP left.
performed only in Line, formation Δ at no MP
cost. The unit uses this formation after the XVI.4-CAV
countercharge MC is resolved or at the Charge: No CAV unit can charge during 2 successive turns.
beginning of the charge phase. The Line - normal movement and countercharge are OK. Exc: if a CAV
formation is NA for normal movement. executed or attempted to execute a charge during the charge
- Reverts to COL or General Order formation when the charge phase prior to the regular movement phase, it can’t execute a
combat is resolved at no MP cost voluntary movement during the movement phase.
- Some terrain is forbidden: crossing a river, charging into a
castle, gully or marsh. Light CAV - green symbol with a MA of 10.
- The melee value is reduced to 1 when Attacking a - do not need to pass a MC to retreat before combat (see VI- 8),
Square brush a town woods can be repeated as many times as necessary.
or if the CAV Attacks from these terrain types. - can Δ direction 3 times instead of twice per charge movement.
- The melee value is ½ FRU when countercharged from a - CAV +1 die roll modifier when meleeing against DG units.
rear / flank hex. Note: Flank and rear Attacks are described Remember that withdrawal before combat is not allowed if the
in VIII-6 (with the notable Exc of protected flank). Attacking unit is a CAV (see VI-8).
3
Line CAV green or grey symbol with a MA of 9 - To Defend, a CAV unit may opt to stay in COL or General
- must make a MC to retreat before combat. Order formation, or it may attempt a countercharge during the
- can Δ direction twice per charge movement. opponent's movement or charge phases. In this case, the
- receive a +1 in melee against Light CAV. Defending CAV becomes for a few moments the Attacker. It may
also choose to become DG, or retreat (if Attacked by INF only).
Heavy CAV grey symbol with a MA of 8 or less
- can Δ direction once per charge movement. IX.2-Charge Movement
- When heavy CAV charges, its melee value is modified by During his charge phase, the active player states which units will
+1, except vs heavy CAV charge, but he does not state which enemy units are targeted.
- DG CAV cannot charge.
OPP charge: Light CAV can OPP charge 2 hexes away. - Charges do not need to be all declared at once. Players can
- procedure is identical to a countercharge, but only if the decide during the charge phase if charges are actually performed
CAV is oriented so it can practically meet the Attacking CAV - a declared charge is performed as normal movement with the
before it meets its original target. following restrictions:
- After the morale check for countercharging, the unit - The number of 60° facing Δs that can be made for the whole
advances 1 hex toward the charging unit, which advances 1 charge move are determined by CAV type.
hex. At that point the OPP charge is resolved as a - Each of this Δs cost 2 MPs.
countercharge. - Each unit can Δ 60° only once per hex.
- There is no free orientation Δ (only in a regular move).
CAV Retreat: when the charge is over, whatever the result, - During a charge, to enter a village/town or a wood hex costs 6
CAV can become DG (see VI-5 deliberate DG). MPs, brush 4 MPs, difficult terrain or a farm 2 MPs.
- It must retreat toward the LOC. The length of retreat can be - If the unit starts its move in such a terrain, it pays this cost first.
- 2 hexes - cross a stream costs 6 MPs, to climb up or down a ridge 2 MPs.
- or the number of remaining MPs (at least 2). - In a wood, brush, or town, the CAV Δs its formation to Line for
the charge. The same happens for a countercharge.
VI.8-CAV Withdrawal - Charging CAV can pass through non Charging Cav subject to
- available only to non DG CAV not performing a charge. stacking
- It can retreat 1 or 2 hexes as soon as an enemy unit enters - A charging CAV can’t cross a gully or a marsh, and can’t enter
an ADJ hex but not if the enemy starts in ADJ hex a castle or cross fortified walls.
- It can’t retreat if it is charged by an enemy CAV. - A charging unit does not need a clear LOS in order to charge (a
- A CAV unit can execute several retreats during the same turn is 30 minutes, long enough to receive an order from the CO
enemy movement phase if several withdrawal occasions arise who is a few hexes ahead and can see the target).
during the enemy movement phase.
- Or it can retreat 1 time and countercharge another time, see Each charge is resolved separately. Several CAV stacked at the
IX-7, or become DG as described in VI.5. beginning of the charge phase, can charge together.
- CAV can also come from different hexes, provided the player
To retreat, check morale first, with no modifiers. states he will attempt a "combined charge" (see IX-5).
- If the MC succeeds, the counter is displaced 1 or 2 hexes in - A Leader can charge with the CAV if it is stacked from the
the direction opposite to the enemy unit. beginning. If so he can’t move further during the regular
- The withdrawing CAV stays in its current formation if it is movement phase.
compatible with the terrain. - If, during the movement, the CAV enters a front hex of an
- The enemy unit can continue its move. enemy CAV, this enemy CAV may immediately attempt a
- This movement can trigger OPP fire. countercharge, by performing a MC.
- If the CAV is attacked again by the same unit during the If the destination hex contains at least 1 INF, the Defender may
same movement phase, it can withdraw again, without a MC. attempt to form Square (MC see IX-6).
- If the MC fails, the CAV is DG, with the usual results (see - CAV in Line have 2 front hexes, and can Attack either.
VIII-9, including a 2-hex retreat). The enemy unit can move - The charging player may wait for the melee phase to state
into the vacated hex and continue its movement. which hex he Attacks. It is the Defenders task to guess which
hex is targeted.
IX-CAV CHARGES - However, the CAV can Attack 1 hex, the other or even none by
- Charges occur before the other units' movements. choosing to become DG, but not both hexes.
- CAV can combine with INF to Melee the same Defender - A charging CAV may voluntarily become DG at any time,
(including after the combat, to be allowed to retreat 2 hexes).
IX.1-General Case - A charge ends by
- To Attack, CAV must charge during the charge phase. a melee failing a MC (after a loss due to fire for example)
- The units having performed a move (or a charge with no - voluntarily becoming DG at any time.
move) during the charge phase can’t make a regular move Once a unit starts a charge, it can’t voluntarily stop it. If it fails to
during the movement phase. make contact, it must DG voluntary.
- The charging units will melee during the melee phase Exc; if the target has been vacated due to other causes (morale
Exc: countercharges, which are resolved immediately failure after fire for example), then DG is not mandatory, CAV
- CAV's formation for a charge is always Line, no cost to Δ simply reverts back to COL formation if no melee occurs.
formation for a charge. (CAV in COL is for regular movement) - there is no MC requirement to charge, except certain irregulars
- Changing formation to Line must obey rules on orientation as stated in the special rules. MC only for countercharges, IX-7.
VI.3

4
IX.3-Charge Combat Resolution during Melee phase - Several units can countercharge at the same time, they can
Exc: a countercharge is resolved as soon as declared IX-7 combine their melee value for a single melee.
- If the target of the charge contains no enemy unit (or only - All the units currently stacked with the moving unit are
markers or Leaders), the melee is considered over, the CAV countercharged, even if some of them were not involved in the
reverts back to its COL face. This can happen when the charge.
Defender retreated after a fire and its MC.
- INF targeted by a charge loses +1 step, except if in Square After the combat resolution:
or General Order formation, or if the result was 0 step loss - The countercharging CAV does not move (no advance after
(see IX-6). combat), and reverts to the formation before the countercharge.
- At the end of the melee phase, every CAV unit involved in a - No matter the result, Countercharge ends the active units
charge reverts to the COL formation (or General Order as per move.
TEC), obeying the rule about "facing with at least 2 front - The charging CAV reverts to COL or General Order (depending
hexes in common", see V-7. on the terrain where it has been countercharged).
- Its actions are over for this turn, which means for this present
IX.4-Charge Exploitation enemy turn. It is free to move or charge at its next turn.
If, when the combat is resolved, the target unit is DG (D - But an INF, even if countercharged, can engage in melee
combat result or failed MC) or ELIM: during the next melee phase (advance after combat is allowed).
- a DG unit retreats 2 hexes (see VIII-9); Some remarks:
- the CAV can enter the combat hex, Δ its orientation by 60° - A CAV which failed its countercharge attempt is still able to
(no more) if needed, and then initiate another melee if an attempt other countercharges as allowed
enemy unit is in its center front hex. - If several CAV units are stacked together, and if some of them
- If the new enemy unit is INF, it may attempt to form Square fail the countercharge MC, they are ignored during the
before the CAV enters the ADJ hex. countercharge combat resolution. But they will have to check
- The new enemy unit can be already engaged in melee with morale, if the countercharging CAV were DG during the combat.
another - no limit on the number of coutercharges a CAV unit can attempt
attack, the exploiting cavalry can join this other Attack. per turn, only once per trigger though.
- At the end of the exploitation melee, the cavalry can enter
the new IV.C-Artillery ART
empty hex, but there is no further exploitation. IV.11) LIM ART
- Mandatory in town. In this case it has a front, flank and rear like
IX.5-Combined Charges in clear terrain.
- lets CAV to fight together if countercharged - Movement not allowed in forest, brush, or
The charging player can declare a "combined charge" with marsh, except through a road.
several CAV units from different hexes. - Facing is similar to COL INF.
- These CAV do not have to meet on a single hex as long as - Fire is not allowed while LIM.
they Attack the same target. - The melee value is the printed value when
- Units do not have to declare a combined charge in order to Defending, but Attacking is not allowed.
melee together the same target.
- Combined charge is only to avoid units countercharging 1 at IV.12) UnLIM ART
a time small CAV units that want to combine their strength. - This formation is allowed only in clear, farm
or difficult terrain (where there is no
IX.7-Countercharge - If a unit enters 1 of the front hexes of mandatory formation).
an enemy CAV unit, this CAV can attempt to countercharge. - Facing is similar to INF in Line formation.
- Can happen during the charge, movement and melee - Same thing for the front hexes.
phases. - Movement 0 MP
- it could happen during player A's turn if a unit from B - If the ART Δs from unLIM to LIM, the
retreats after a melee and passes in front of a non charging formation Δ cost is 2 MPs, and is subtracted from the LIM MA
CAV belonging to A. (see VI-3).
It must first check morale: - Can pivot 60° per turn for free.
- If the MC fails, the countercharged unit may go on. - Fire Value is
- If the MC succeeds, the countercharging CAV Δs to Line - empty hexes between Firer & Target = Attack value
formation, but some terrain penalties may apply, see IX-1. (MIN 1 up to MAX range)
- Then, it engages the enemy in melee without moving. Exc: 2 batteries with losses may combine their fire at long range,
- The countercharging CAV is the Attacker for the resolution their final value is still MIN 1 up to MAX
of the countercharge only. - OPP fire range is limited to 2 hexes only.
- If an INF is countercharged, it can’t attempt to form Square - Melee: Attack is not allowed, but ART can Defend with the
before the melee as the CAV is now ADJ to this INF. normal rules.
- A stack of CAV units can also countercharge as 1 unit, - Rear Attack: see VIII-6, the Exc that applies to unLIM ART.
pending
all the units pass their MC. IV.13) DG ART
- Only the units that pass can countercharge. If the top unit - Place a numeric marker across the unit counter. Use the
fails its MC, the unit under will check at -2 as for a regular current game turn.
MC. - Upon its DG the unit retreats 2 hexes (see VIII.9)
- The countercharge is resolved like any other melee. - Use the printed morale with a -2 modifier.
- Use the LIM MA, but can only move towards its LOC.
5
- Can’t Attack with melee or fire. V-STACKING - Can’t examine enemy stacks, only upper unit.
- Automatically ELIM if Attacked in melee unless it is stacked
with a DG INF. If so it is ignored for the melee but suffers the V.1- Stacking Limits A single hex can contain:
result of the INF - either up to 10 steps of ART and INF
- If a DG unit suffers a second DG, it is ELIM for good (Exc - or up to 7 steps of CAV.
when the army is demoralized, see XII). These limits are in effect at all times, including during movement.
- Can’t stack with a good order unit (that is, any other - If a retreat causes over stacking, the whole stack is DG
formation). - If the stack is already DG, it retreats 1 or 2 hexes, see VIII-9.

IX.6 ART in the Square: V.2-Stacking Prohibitions


Players can freely move ART units up or down the pile during - If a CAV unit must enter an hex occupied by INF or ART, or
the Square formation Δ, but can’t Δ the ART formation. vice versa (for example during a retreat move), the 2 stacks are
ART retains its facing, it does not have 6 front hexes as the immediately DG, and both retreat 2 hexes.
Square has. - If a stack is already DG, it retreats 1 or 2 hexes, see VIII-9.
- At the end of the movement, the prohibition against stacking
- LIM ART in the pile: it is protected by the Square, no matter CAV with other units must be adhered to, and this can cause the
what its position in the stack is player to execute as many additional retreats as necessary.

- unLIM, stacked on the INF: V.3-Stacking & Combat


- it can use ½ its fire value vs CAV (in OPP & Defensive fire) - Only the top unit can fire.
- if the CAV actually melees the hex, the ART will take at - A stack can Attack only 1 hex, can’t split to Attack several
least 1 step loss whatever the melee result. hexes.
- The ART has no +2 morale bonus for being stacked with a - All the units in the stack take part in melee, Attack and
Square, but if Attacked by CAV, this CAV melee value is still Defence.
reduced to 1 due to the presence of the protective Square. Excs:
- If the Square is Attacked by INF only, fire value of the ART - If a unit's melee value is 0 it suffers the combat results D,
is full. DONE and E.
- If a melee requires a morale test, the first unit with a positive
- unLIM, stacked under the INF: melee value of the stack checks.
-it can only take part in melee and does not fire, but it - An unLIM ART attacked through the rear can’t participate in
benefits from the +2 morale bonus. melee, suffers fate of hex.
- If the MC fails, the INF is DG, but does not retreat now.
V.4-Stacking & Losses - Losses are applied to the top unit.
It will retreat when the charge combat is resolved, unless it is Excs:
ELIM during this combat. - During melee, if the top unit has a 0 melee value, the losses are
applied to the unit underneath.
UnLIM ART: if Attacked from a flank or rear hex - If the top unit is completely ELIM and if the step loss result is
not totally fulfilled, the remaining losses are applied to the next
- ART alone: - combat result applies to Defending ART combat unit, and so on. And this next unit will execute the MC, if
only no affect on the attacker any is required.
- Any 0 or 1 result (with or without *) is replaced by D. - In the rare case where the top unit is an ART and the fire
example a 1/1* result would be replaced with 0/D comes from the flank or the rear, the guns are ignored and the
INF under the ART takes the losses. Exc, protected flank as
- ART stacked with INF explained in VIII-6, in that case the ART takes the losses and
- Attacked through its rear/flank, ART not part of the melee. checks for morale if needed.
- But if the INF is DG or ELIM, the ART suffers the same
results. **** if there are multiple attacking stacks in a melee, the
- INF unit takes the first loss as in this case the ART is simply owner picks the stack(s) to apply the loss(s) ****
ignored for losses purposes.
V.5-Stacking & MCs
XVI.2-ART Losses - If a MC is required, the unit stacked on top executes this check.
System A - half losses if ART is Attacked by ART If it succeeds, the whole stack holds.
- losses are tallied as half-losses. - If the test fails, the next unit executes a MC modified by -2, the
- Each time Artillery fire results in a step loss, the target ART next -4 and so on
suffers only ½ loss. Melee or INF fire still cause a full loss
- single bar on the loss sheet Square V.6-Stacking & OPP Fire
- ½ losses trigger a normal MC. if a unit leaves the hex and exits to the rear, leaving other units in
- the next ½ loss results in a full loss and effects the hex, it still suffers OPP fire. The static top unit does not
If the ART is stacked on INF: screen the moving unit, the triggering event is simply exiting the
- the first step loss is applied to the ART, only ½ applies hex (see VII-5). If this fire triggers a morale test, the entire stack
- any remaining step losses are applied to the INF as full step performs it because the hex is the target.
losses.
- The MC is performed by the ART.
If the Attack is by INF and ART, the ½ rule applies if ART FP
is ≥ ½ the total modified fire value of the attack.
6
V.7-Stacking & Facing VI.3-Formation Change Δ
- At the end of the movement phase, units stacked together A voluntary Δ of formation while staying in the hex
and with the same formation must have a common facing. - orientation of the new formation is free.
- If several units are stacked together but with different Costs - 1 MP for INF - 2 MPs for CAV or ART.
formations, they can have different facings, but they must
share at least 2 front hexes. This is called "mixed order". - Mandatory Changes have no MP cost
- Front hexes and flank / rear hexes are determined with - from or to DG / Rally
respect to the whole stack, not individual units. If an ADJ hex - from or to General Order
is a front hex for 1 unit, it is a front hex for all units in the stack - Mandatory CAV Changes
(the 1st unit covers the other units).
Exc: COL/Line - When a unit switches formation between COL / Line,
- INF in Square formation can’t stack with INF in any other the 2 Line front hexes must be among the 3 COL front hexes.
formation.
- Volts can stack only with other Volts. LIM/UnLIM - 2 MPs to Δ UnLIM to LIM are paid from its LIM MA
- If 2 units end any phase stacked together but not with
compatible facings, both execute a MC. This can happen if a Light INF (with a 2-hex fire range)
movement has been interrupted by a countercharge, or if a - can adopt all the formations available to regular INF
unit retreats before combat. - Volts deployment does not trigger OPP fire (or countercharge).
- If both MCs succeed, the player must Δ the facing of 1 unit
to obey the rule. Note: this case is checked only at the end of VI.4-Facing Change - 1 MP for each 60° facing change.
a phase. Excs:
- unLIM ART - one 60° per turn at no cost as its only move.
V.8-DG Units & Other Formations
- A DG unit can’t be stacked with other formations, except - COL CAV or INF units, as well as LIM ART: the first 60° Δ
during a retreat or voluntary move towards its LOC, and in before or after entering a new hex is free.
this case, the good order unit checks morale.
- A DG unit can’t stay in the hex, and it continues the retreat - A unit can use this free facing Δ at the start of its movement,
until it enters an available empty hex. and then each time it enters a new hex.
- A good order unit may move through a DG unit, but can’t
stop Special Cases:
- Order and disorder can’t coexist in the same hex at the end - A 180° countermarch costs 2 MPs in any formation.
of the movement phase. - A rearward move without facing or formation Δ costs 1 MP plus
the normal terrain cost. Note: NA to Gen Ord, Square and DG.
V.9-Stack Order - A player can Δ the order of his units in a - Facing Δ costs for charging CAV is covered in chapter IX.
stack during his movement or charge phase only
(Exc, ART moving down upon INF Square formation, see VI.6-Terrain Effects on Movement
IX.6). These Δs are free. - To cross or melee across a bridge, a good order unit (Exc:
CAV charge) can’t be in Line, it must use COL or General
VI-MOVEMENT AND TERRAIN Order (LIM for ART), paying applicable formation Δ costs.
- hex entry cost is cumulative - DG units don’t have to Δ formation to use a bridge.
VI.1-General Case (village and town are the same terrain) - A stream can be crossed in any formation, cost is as per TEC
- MPs indicated on the face of the counter - In a town, brush or wood hex, a good order INF or a non
- If the number of spent MPs exceeds the MA (when a COL charging good order CAV must use the General Order formation.
goes to Line for example), then the unit stops. - In a town, an ART can only be LIM or DG. It can cross a brush
- Squares - the unit may use its 1 MP to Δ formation, this MP or wood hex only by using road movement, while LIM or DG.
is subtracted from the MA of the new formation.
- INF or ART unit can enter a hex occupied by friendly units VI.7-Road – to use road bonus INF and CAV must be in COL,
provided there is no over stacking (see V-1). ART must be LIM or any in DG.
- CAV can cross a hex occupied by friendly CAV - When moving on a road, a unit spends 1 MP/hex
- A DG unit can’t voluntarily enter a “good order" friendly unit - road cancels streams, forests, up/down slopes etc
(except during a retreat, see V-1). - As long as the unit stays on the road, no formation Δ is required
- A unit can’t enter a hex occupied by an enemy unit. (this is an Exc to rule VI-5).
Exc: if a CAV executed or attempted to execute a charge - facing change rules apply normally
during the charge phase prior to the regular movement phase,
it can’t execute a voluntary movement during the movement Movement Bonus: +2 MPs in a turn if a executes its whole
phase. movement on a road. Technically this bonus can be used by a
unit that melees a hex outside of the road, as long as it stays on
VI.2-Entering a Hex the road for its movement.
- Hex entry limited by formation:
- Line: the unit can enter 1 of the 2 front hex. Roads & ART - can cross a wood or a brush hex only by road
- COL, LIM: the unit can enter the central front hex (the hex - In town, ART can only be LIM or DG
where - If the ART stops in a road hex within the brush or the wood, it is
Attack and fire is allowed). marked with a blank counter until it leaves the terrain (this
- Square, Genl Ord, DG: the unit can enter any ADJ hex. marker is to remind the players the ART is on the road).
- If any MC is required, the ART is automatically DG.
7
Roads & INF / CAV: VII.5-Opportunity OPP Fire
- If the unit leaves the road while in a town, forest of brush A unit (INF or ART) can execute "OPP fire" each time a unit
hex, it immediately Δs to General Order (spending 0 MP). leaves a hex into which the friendly unit can fire.
- If the unit stops in a road hex within the town, brush or
wood, the player must either - INF: any front hex for Line and melee front hex for COL .
- adopt the General Order formation
- or stay in COL on the road. In this case the unit is marked - UnLIM ART: any hex within the front area, and within a 2-hex
with a blank counter until it leaves the terrain (the only range (no matter what is the real range of the ART).
purpose of this counter is to remind the players the unit is on
the road). No OPP fire when the enemy unit just Δs facing or adopts a new
- If MC is required, a unit in this situation is automatically DG. formation while staying in the hex.

VII-FIRE - Melee itself does not trigger OPP fire, moves after combat may.
- INF and ART units (not CAV) can open fire against - A unit is fired upon in the vacated hex after the formation and
enemy units within range. facing Δ but before the movement.
- First, the enemy may be able to OPP fire vs the phasing - Likewise, if DG, the 2-hex retreat starts from the vacated hex,
player not the entered hex (see VIII-9).
- Then during Defensive fire phase, he executes the bulk of - If several units can target the same unit, combine their modified
his fire Attacks (usually against units about to Attack him) firepower together, and only 1 OPP fire Attack per hex.
- Then the phasing player can execute his own fire Attacks,
during the offensive fire phase. There is no limit to the number of OPP fires a unit can execute,
in addition to the offensive and Defensive fires.
VII.1-Firepower - If the OPP fire is triggered by a DG unit during a retreat, a unit
– indicated on counter which caused the DG, fire or melee, can’t OPP fire on that unit.
- INF firepower is constant. No Δ with loss of steps. - No unit in a melee that turn can OPP fire.
- ART firepower may be ½ FRU when an ART loses 1 of its
steps Special Cases:
- The firepower can be modified by formation and terrain. - Retreating units don’t check morale if fired on during its retreat.
- In some cases, it can even be reduced to 0, ie no fire. - If several units move stacked together only 1 OPP fire is
executed, and losses are applied to the top unit normally
VII.4-Offensive / Defensive Fire - If they move separately, even if the paths are the same, there
Each unit can fire twice per game turn: are all subject to OPP fires.
- once during the Defensive fire phase - If a unit crosses several hexes under the fire of the same unit, it
- once during the Offensive fire phase is subject to OPP fire in each hex it leaves.
- If an enemy unit, stacked under another enemy unit, leaves the
VII.2-Range hex, it is subject to OPP fire upon leaving the hex. Only this unit
- a unit can fire only through its front. For COL INF, only the is the target of the fire Attack (see V-5).
central front hex is used, not the side front hexes.
VII.6-Line of Sight LOS for ART
During Defensive and Offensive fire: Without an LOS, a unit can’t fire
* 1 hex for INF - checked from hex center to center.
* INF with Volts deployed have a range 2 hexes due to the - LOS passing exactly between Front / Flank is Front
Volts also having a range of 1 - LOS passing exactly between Flank / Rear is Flank
* 5 to 7 hexes for unLIM ART (see the fire tables).
During OPP fire: VII.7-Blocking Terrains
* 1 hex for INF The LOS can’t cross the following hexes (even partially
* 2 hexes for unLIM ART. crossing):
- a wood, brush, castle or town hex;
VII.3- Fire - a ridge hexside;
- The target of the fire is a hex, not a unit from a pile. All the - a hex occupied by any unit.
units in the pile can be involved, because even if only the top
unit takes the losses, the other can be involved (if extra These terrains block even if the firer is up 1 or even 2 levels.
losses are required or if the top unit misses a MC).
- First compute the total modified firepower - But fire is possible from these blocking hexes or to these hexes,
- several units firing into the same hex (including INF and with modifiers in some cases.
ART) must combine their firepower into a single Attack - Swamps and difficult terrain do not block.
- roll 1d6, read the result on the fire table:
A ridge Line is located on the hexside, even if the artwork does
- a # result is the # of steps the target loses. Any step loss not exactly follow the hexside.
induces an immediate MC (see VII-9).
- a * result means that the target loses no steps, but it checks
morale immediately.

8
A Ridge blocks fire, except: VII.10-Fire Against a Square
- if the firing unit is ADJ to the ridge Line, and up that MC roll is modified by +1 if the target is in Square formation, it
ridge. does not matter where the fire comes.
- or if the target is ADJ to the ridge Line, and up that
ridge. VIII-MELEE
During his melee phase, a player can Attack 1 or more enemy
A LOS going down a ridge then up a ridge to a target located units with ADJ friendly units.
up is not blocked, except if other blocking terrains are on the - INF in COL is best for melee
way (even if they are down the ridge). - CAV charging is best except vs an INF Square.
Note: in some cases, the LOS is drawn along a hexside. The
LOS is clear if at least 1 of the 2 hexes does not block the VIII.1-General Case
Line of sight. - a unit can be Attacked once per melee phase, even if it
retreated after combat, ending its retreat in another unit's front.
- a unit can be Attacked by several units in a single combat.
Exc: a retreating unit can trigger a countercharge.
- Melee is never mandatory.

VIII.2-Stacks and Melee


- An Attacking stack can’t be split to Attack different hexes.
- If a stack Attacks, every unit that can takes part in the melee.
- A Defending stack can’t be split. it must be Attacked as a
whole.
- A unit can’t Attack 2 hexes in a single melee.

VIII.3-Melee Value - is printed under the fire value.


The melee value can be modified, CUM effects on the TEC:
- Attacker: the formation and the Defenders terrain.
- Defender: his formation & terrain, Attacker's terrain is irrelevant
Exc: charging CAV from woods, town, brush
#1 blocked because the target is down
#2 allowed because the target if ADJ to the ridge and up Melee strength, used to resolve the combat (see VIII-4).
#3 allowed because it is on the same level, the difficult terrain - If a units modded Melee value is 0, there is no Attack.
is not blocking, and the line does not cross the upper terrain - If a Defending unit's modified melee value is 0, it is ignored for
#4 blocked because of the high ground in between the combat resolution, but suffers the effects
#5 blocked it crosses the ridge and the target is not ADJ to it
#6 blocked for the same reason as #5 VIII.4-Melee Strength
#7 forbidden because the line of sight crosses the ridge Attacker and Defender compute their melee strengths,
#8 allowed because the target is up and ADJ to the ridge - multiply each unit's modified melee value by the unit's current
#9 allowed as the target is in the village, not beyond number of steps, and adding together the results.

VII.8-Losses VIII.5-Attack eligible hexes


Losses are recorded on each player's Loss Sheet, checking A unit can Attack with melee combat only into front hexes.
the boxes from the right. - 1 of the 2 front hexes for INF / charging CAV
- the central front hex for a COL INF
VII.9-Morale Checks - any 1 of the 6 ADJ hexes for an INF / CAV in General Order.
A successful MC has no effect. Remember that DG units and ART can’t Attack during the melee
- A failed MC results in: phase, but they can Defend.
- the target is DG (if previously DG, the unit is ELIM)
- the target retreats 2 hexes towards the LOC (see VIII-9 VIII.6-Flank / Rear Attack
melee). A unit Attacked from at least 1 rear or flank hex has its melee
value reduced by ½ FRU
If the fire eliminates the last step of a unit, the MC is executed MC modified by
by any unit below, but without the negative for being stacked - by -2 for a flank Attack
under a unit that just failed a MC. - by -3 for a rear Attack
- Even if the hex is vacated by the elimination or the retreat of Even if only 1 unit fires through these aspects
the target, the firing unit may not occupy the hex. Advance is The Attack must clearly come from the flank or rear for the
possible only for melee combat. modifiers to apply (from hex center to hex center)
- passing exactly between a flank hex and front hex, or between
XVI.6-Morale in village/town, fortified farm and in a castle a flank hex and a rear hex.
- in a town, morale bonus of 2, MAX of 11. - In that case the mod most favorable to the Defender applies
- MC after fire or melee losses with this bonus of 2 Excs:
- in a fortified farm / castle, morale bonus of 3, MAX of 11. - Mixed Order: flank / rear Attack does not apply if any
- MC after fire or melee losses with this bonus of 3 Defending unit is Attacked from front hexes only (V-7).

9
- Protected Flank: If a friendly unit X is Attacked by an VIII.10-Advance After Melee Combat
enemy unit Y through the flank or the rear, its flank or rear If the hex is vacated, via DG, retreat or ELIM, 1 or several
can be "protected" if Y is itself in the front of a friendly unit Z*. Attacking units may occupy it.
In this case, the flank / rear negatives do not apply. - A Defender may choose not ADV if the Attacker hex is
vacated.
* except if Z is a LIM ART, or
DG unit The advancing units can neither Δ formation (unless the terrain
requires another formation) nor facing, and they must obey the
stacking rules.
The Attacking units can go no further during this phase (except in
the case of a victorious CAV charge, see IX-4).

X-MORALE - A failed MC results in DG and an early retreat. The


VIII.7-Melee Prohibitions - Some units can’t Attack in melee: unit will have to be "rallied" to recover
- DG units
- units with a melee value modified to 0 X.1-Causes Morale is checked:
- INF in Square formation - each time a unit is fired upon and suffers 1 or more losses.
- CAV in COL or General Order Exc: the unit has just been DG, and is fired upon during its
- ART retreat.
Note: these units can still Defend if Attacked in melee. - melee result, when the table yields a "*";
- a DG unit retreats through a hex occupied by a good order unit.
VIII.8-Melee Combat - a CAV Attempts a countercharge, failure does not result in DG;
The Attacker divides his melee strength by the Defenders - an INF Attempts to form Square during a CAV charge.
melee strength. This ratio is always rounded in favor of the - a DG unit Attempts to rally.
Defender.
Roll 1d6 modified by a Leader stacked with the Attacker or X.2-Morale Check MC - To check morale, roll 2d6.
the Defender. If the result is ≤ to the morale value = success.
The combat result from the Melee Table Fail = DG or stays DG (depending on the cases above), and
- 0 or 1: number of step losses must retreat 2 hexes (beware of OPP fire) See VIII-9.
- *: immediate MC for the stack that took part in the combat, Note: special case for the 2-hex retreat on failed rally, the retreat
X-2 can be toward a close forest or town, see XI-4.
- D: DG and 2 hexes retreat
- DONE: DG, 1 step loss and 2 hexes retreat X.3-Automatic Success and Automatic Failure
- E: Elimination ELIM units in the target hex. No matter the dice roll modifiers:
- a natural 2 is always a success;
The first result applies to the Attacker, the second result to the - a natural 12 is always a failure.
Defender (A/D). Note that a unit already DG which suffers a D
or DONE result is ELIM. Exc: a unit in town / castle does not X.4-Modifiers
check morale if the melee result is *. All modifiers are cumulative. The morale is modified by:
* Formation:
**** if there are multiple attacking stacks in a melee, the - if the unit is DG: -2
owner picks the stack(s) to apply the loss(s) V.4 **** - if the unit is INF in Square formation, Attacked by CAV only:
+2.
VIII.9-DG and Retreat * ADJ units: if the unit Attempts to rally (see XI-2) in an hex ADJ
- If combat result includes a DG the units retreat 2 hexes to to an enemy unit: -1.
the LOC. * A Leader: + morale bonus of the Leader (middle value on his
- if there is a choice for retreat path it must counter).
- be through empty hexes towards the LOC * The Attack or fire direction:
- then through hexes occupied by friendly units - if the unit is Attacked or fired upon through a flank hexside: -2.
- or into any other empty hex - if the unit is Attacked or fired upon through a rear hexside: -3.
- or into any other hex occupied by a friendly unit.
If all ADJ hexes are impassable or enemy-occupied (Leader Excs: protected flanks, or when attempting to form Square, see
is not a unit), no retreat it is ELIM instead. IX-6.
If the retreat path crosses a hex occupied by friendly units, * Another MC failure in the same hex: if a unit has just failed a
these units perform a MC, unless they are already DG. MC, the morale of the unit stacked underneath is modified by -2.
- Stacking limits must be obeyed See V If this one fails, the unit stacked underneath is modified by -4,
- A retreat is 2 hexes, unless forced to retreat further due to and so on
terrain or stacking
- In this case, the unit can retreat 1 additional hex. * Losses: if a unit has lost several steps, the morale is lowered.
- A DG unit that exits the map can’t return. It is an ELIM unit - If the players have opted to use the decreasing strength
for VP purpose, unless if special rules allow exit via LOC. XV counters, they use the morale printed on the counter currently in
play.

10
If they prefer using only the original counter, they refer to the XII-ARMY - CORPS MORALE
following table to determine the morale values. When a given level of steps, permanently lost or DG, is reached,
a Corps can become Demoralized and then Desperate.
Left COL: original step strength - In some scenarios, these states apply to the army as a whole,
Top Line: current step strength. instead of applying to each Corps separately
- When a certain loss level is reached, the Corps morale
collapses until the end of the game.

XII.1 Demoralization
- If a Corps reaches ½ its total steps in losses and/or DG units
- at this level each unit has its morale permanently modified by -1
- each good order unit with ≥1 loss checks morale with this mod.
- This is a one time check but the mod applies to all future MCs

XII.2 Desperate
- when the loss/DG level in special rules is reached
- at this level each unit has its morale permanently modified by -2
"-": no effect - every non DG, with or without a loss, checks morale with this
"-1": morale modified by -1 mod.
"-2": morale modified by -2 - This is a one time check but the mod applies to all future MCs
Note: units with an original step strength of 3 steps or less
never have their morale modified because of losses. The "Chain Reaction" Effect
Note : some elite units may have slower morale decrease, as When a unit in a Desperate Corps becomes DG
indicated on the army loss charts. - every ADJ non DG unit in a Desperate corps or units they
become ADJ to on their 2 hex retreat path must take a MC
XI-RALLY - During the rally phase, the player can attempt to If these MCs fail, the corresponding units are themselves DG,
rally his previously DG units with MCs. they retreat 2 hexes, and they can induce other units to check
morale.
XI.1-Eligible Units - A unit stays DG for at least 2 full turns
before the first rally attempt except a CAV choosing to XIII-REINFORCEMENTS – enter in Command on the turn they
become disordered, VI-5. enter
- They enter the map during the movement phase, in any
XI.2-Rally Check formation and order as desired, and they can fight at once but no
- Each eligible DG unit can check morale, with all proper charging
modifiers, including the -2 modifier for being DG. - If the entry hex is occupied by an enemy unit, reinforcements
- A rally check is voluntary. enter in the nearest empty hex on the map edge.
- Each turn, the owning player chooses which units will - In some cases, reinforcements are placed on the map directly
check, on a unit-per-unit basis. to a location as they become available (ex released from a
reserve).
XI.3-Success - If the rally die roll is successful, the "DG" - If an enemy unit enters in an hex ADJ to this location, the
marker is removed, and the owning player can choose any reinforcements are immediately placed and act normally.
allowed formation for the unit, taking into account the terrain - If they enter along a road each unit pays MPs as if they extend
the unit is in. on the road Offensive the map

XI.4-Failure - If the rally die roll fails, the unit retreats 2 hexes: XIV-LEADERS
- toward a Line of communication Each player has 1 Leader per army corps, plus an army
- or toward a town hex or a wood hex within 2 hexes, in any commander.
direction. - Leaders provide benefits to the units they are stacked with,
- A Leader stacked with the unit may retreat with it. although they are not combat units themselves.
If the unit is already in a town or forest hex, it is not required
to retreat for failure of a rally Attempt. Note: a unit in a town or
XIV.1-The Various Leaders
forest that becomes DG does have to retreat 2 hexes. Each player has also a Supreme Commander, who leads the
whole army. Add to each scenario if not metioned.
XI.5-DG Units Stacking - He can command and influence any unit belonging to his side.
- It may happen that units DG during different turns are - In some cases, there is an intermediate level in the chain of
stacked together. command (for example, wing Leaders).
- If a unit is reorganized and the other is still DG, this second - Leaders have
unit must retreat 2 additional hexes, even if it is in a wood or - no firepower no melee value they do not count for stacking
in a town. - and they are never in a specific formation
- A good order unit can’t stack with a DG unit. - Anytime the word "unit" is used, this does not include the
Leaders.
- Leaders influence combats and MCs.
- highest rank Leader stacked in hex influences the units

11
XIV.2-Values If the army commander is ELIM, his army immediately becomes
The first 2 values are added to the die roll, the last 1 is a demoralized. Beware: losing a Leader costs victory points.
standard MA. Use INF costs when moving Leader counters.
XIV.6-Substitute Leaders
If a Leader is killed, a new one appears at the start of the next
game turn, stacked with a unit belonging to the Leader's corps.
- The Leader counter is used, reverse side up to remind the
players that the historical general has been killed.
- This reverse side shows the initiative value
- New Leader's bonus’ are: Combat 0, Morale +1, MA 10
- When playing advanced rules, the initiative and obedience
During a movement phase, a Leader can move by himself or values are 2. If the substitute Leader is killed himself, another
join a pile. In any case he can’t spend more than his MA by Leader appears the next turn with the same procedure, does not
doing so. If he starts stacked with cavalry, he can join the earn VPs.
charge but will not be able to move again at the movement
phase. XVII-COMMAND AND CONTROL
XVII.1-First Level: Leaders Use all rules from chapter XIV.
XIV.3-Combat Value Effects Additional option when a Leader is ELIM.
The combat bonus only applies to units he commands in When a Leader is ELIM, roll the die a second time.
melee - 1 to 5: this is the number of game turns the Leader can’t act.
- Fire is never modified by a Leader. - 6: the Leader is killed or severely wounded. Ie. out of the game.
- The melee value is added to the die roll when the Leader If the Leader is wounded, the victory points for an ELIM Leader
Attacks and it is subtracted when the Leader Defends. still apply, even if the Leader returns to the battlefield a few turns
- The army commander bonus applies to any unit belonging to later. But they do not apply the second time the Leader is ELIM.
his army, if the player opts to use the supreme commander
instead of the corps commander. XVII.2-Second Level: Command Radius
- Using the combat modifier is an option, and the player can - Units must be within 6 hexes from its commander (corps,
choose not to use the Leader. army).
- The player has to declare Leader use before rolling the die - The unit must draw a 6 hex path without any enemy unit. The
- A Leader can advance or retreat with a stack after melee terrain cost is irrelevant, only impassable hexes are forbidden.
- A Leader alone in hex because his stack was ELIM must - Leaders themselves must be ≤ 10 hexes from their own
check for survival XIV-5 if an enemy unit enters his hex after superior commander to be allowed to move. Being out of
melee. command prevents only the Leader from moving except by
initiative as follows.
XIV.4-Morale Effects - Command status is checked at the beginning of the charge
A Leader provides a morale bonus to any unit he is stacked phase
with. - Units out of command are marked
- This bonus is added to the stacked units for MCs - Leaders out of command radius can move by rolling for
- This bonus is added only to the units the Leader commands. initiative.
- However, if a corps commander is stacked with units from - 1d6 ≤ the Leader’s initiative value, can move ≤ ½ his MA that
another corps, the MAX value he can use for these units is turn
+1, instead of the real value. - If the die roll is > the value, he can’t move at all. This has to
The army commander can apply his bonus to any unit be checked every turn.
belonging to his army, instead of the corps commander's - Whatever the status of their Leader, the units and any
bonus, provided the units are stacked with the army subordinate Leaders can move, provided they stay within
commander. command radius
- An overall commander can always move and lead.
XIV.5-Elimination A Leader can be ELIM if:
- the Leader is stacked with a unit that loses 2 or 3 steps in a **** An army commander can keep 3 units in command
single fire Attack (2 or 3 result on the fire table). independent of the order system ****
Roll 1d6, on a 6 the Leader is ELIM.
- the stack in his hex is ELIM. Roll 1d6, on a 6 the Leader is Out of command units can’t voluntarily exit their hex, except if
ELIM they attempt to come back within their commander's radius.
- If they are alone in a hex when an enemy unit enters, roll Exc: DG units will move toward their LOC if they voluntarily move
1d6, on a 6 the Leader is ELIM. Otherwise, he moves to an during the movement phase.
ADJ hex. Out of command units can
- Special: if a Leader is totally surrounded by enemy units and - Δ facing, adopt a new formation, fire or melee, ADV after
is the lone survivor of a fight, rolls 1d6 on a 4 5 6 Leader is combat;
ELIM. - (for CAV) charge into ADJ hexes (like a countercharge),
- If he survives, he is placed 2 hexes away. If several countercharge or withdraw before combat (see VI-8).
elimination cases occur simultaneously, several die rolls are - During the first turn, all the units are under command.
executed.
- These tests are done before tests on the units, such as
MCs.

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XVII.3-Third Level: Tactical Orders - With this level, the XVII.7-Initiative
army commander sends secret orders to his subordinates. After all orders are delivered and the obedience checks
These orders are sent by aide. performed, a corps commander can decide to act according to
his own initiative, instead of obeying the order received from his
XVII.5-Aides and Order Transmission - Order generation, commander or the Defense order generated by Default in XVII-3.
transmission and obedience checks are performed during the - He executes an initiative check. If the Leader acts so, his units
movement phase. will have a morale penalty, and he will have some problems if he
- Orders are sent using aides, which appear on the map as fails. Whatever the result of the check, the effects will take place
counters. the next turn.
- An aide starts his movement from the army commander's - Initiative value on the Leader counter.
hex, and moves toward the recipient of the order during the - When a Leader decides to modify change his orders, he rolls
movement phase. 1d6, the new order is applied if the die roll is ≤ to his initiative.
- An aide has a 12 MPs MA per turn. - A successful initiative check allows the corps Leader to move
- He must spend all his MPs and end his movement as near half of his MA for this turn.
as possible to the recipient Leader.
- Aides are not limited in number, only the number of * Success:
generated orders per turn is limited. An aide spends MPs like - the previous tactic is still in effect for this turn (N);
a COL CAV, while obeying the following rule: - the new tactic is put in effect the next turn (N+1);
- he must always be > 2 hexes away from the nearest enemy - units in the Leader's radius, -1 morale mod in the next turn only
unit (N+1).
- except if the Leader is ≤ 5 hexes, the aide is allowed to be 1
hex away from the nearest enemy unit. * Failure:
- When the aide reaches the Leader to which the order is - the previous tactic is still in effect;
sent, this Leader checks obedience - all units in the Leader's command have a -2 morale negative
during the next turn only (N+1).
Intercepting An Order:
- If an enemy units moves within 2 hexes of a friendly aide, Historical Note: negatives (including half moves of the Leaders)
the enemy player immediately moves this aide to an ADJ hex represent the Leader's hesitation and confusion, as well as those
to maintain a 2 hex radius, then the enemy unit continue its of his subordinates. Note: a wing commander can’t use his
movement. initiative to alter the order of a subordinate corps commander.
- This movement can be executed as needed per aide and
per turn if necessary. Note: an aide can’t be Attacked. The army commander's MA is ½ his normal MA (round up) only.
XVII.6 Obeying Orders - obedience value on the Leader - He gets back his whole MA if the army is demoralized or if half
counter his corps (round up) have a retreat order.
When the Leader receives a new order, he must do an - In this case, he no longer has to lead, and can go to any place
obedience check. The order is "accepted" if the1d6 ≤ to the he likes.
Leader's obedience value When the aide reaches his destination, roll a die to check that
* Success: the general will obey the order, see XVII-6.
- the previous order is still in effect for this turn (N); If the test is successful, the order is applied the next game turn.
- the new order is put in effect the next turn (N+1). Each time a general receives an order, this order cancels the
* Failure: previous one
- previous order still in effect for this turn (N) and the next
(N+1); If the army commander is stacked with his subordinate, the order
- a "delay check" is executed the next turn (N+1). is immediately transmitted and automatically obeyed, no die roll
is made. The order is put in effect the next turn.
Delay Check: this check depends in no way on the Leader's
obedience value or any other value. - Attack: the Leader must engage at least 1 third of his good
order units FRU, by Corps or Division (not regiment). ART are
Roll 1d6 not taken into account for this computation. Engaged units must
1-4 Success: the new order is put in effect the next turn (N+2) move at least 4 hexes toward the enemy, and if possible, Attack
5 Delay in the execution: same as above, but with 1 more it (with fire or melee, as the owning player sees fit).
delay turn (N+3) Excs:
6 Aide lost (or killed): the previous order is still in effect. - ART can move and fight freely:
- Remember: if the army commander and the Leader to - DG INF and CAV do not count when computing the 1/3 fraction;
which the order is sent are in the same hex, the order is - in a Guard corps, the CAV and the ART can be engaged
automatically accepted. separately.
Special case: a CAV corps can freely switch from an Attack order
Note: if there is a wing commander, senior to the corps to a march order, or vice-versa, at any time.
commander, the aide will have to reach the wing commander
(with no check). Then, during turn 3, the aide will leave the
wing commander and reach the corps commander. The
obedience check will take place at this time. This route
reflects the slowness of order transmissions in some coalition
armies.

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- March: the units of the corps can move only in COL or CAV Corps:
General Order formation (LIM for ART). No Attack (fire or A CAV corps is rather autonomous: it can switch from an Attack
melee) is allowed, only OPP fire is possible. Units can’t order to a March order (or vice-versa) at any time.
voluntarily be DG. The owning player can choose 1 unit, no
more, in the corps, and act freely with this unit. This can be a Special Cases:
different unit each turn. Units can’t exit the map. - If the chain of command includes a wing commander between
The Commander can switch from March to an Attack or the army commander and the corps commander, the order must
Defend order freely, without checking initiative and without be sent from the army commander to the wing commander, and
penalties. Once such a decision is taken, the new order is then from the wing commander to the corps commander.
fully in effect. Special case: a CAV corps can freely switch Specific Leader rules are given for each scenario.
from a march order to an Attack order, or vice-versa, at any - At the start of the game, each Leader has an initial order, freely
time. All corps entering the battlefield have a free March allocated by the players. The owning player can choose any
order. Their destination must be specified once the Leader of order, except if specified otherwise in the scenario.
the corps enters the map. - Corps without a valid order (either because the previous order
is fulfilled and no other order, or order no longer valid for
- Defense: the Leader can move only 2 hexes per turn example as a target destination is now occupied by the enemy)
laterally but only 1 hex toward his Line of communication, and adopt a Defense order.
he can’t move closer to the enemy LOC. As soon as the - No corps can be without order.
Defense order is in effect, the player must draw a Line on his
position, which is the forward limit of his Defense area. This Army Commanders Order Capabilities
Line is drawn 1 hex in front of the most forward units (looking Army Leaders can command 3 units in their radius
toward the enemy LOC), and extends beyond the leftmost French: 3 orders per turn
and rightmost units of the corps. The units belonging to the English: 2 orders per turn
corps can’t cross this Line (including during advance after Prussian: 1 order per turn in 1807 or before, 2 orders per turn
combat). after 1807
Russia, Austria, Spain or Sweden: 1 order per turn
- Withdrawal: the Leader must withdraw 2 or 3 hexes (no
more, no less), toward his LOC. At least ½ the units belonging These values can vary with the battle. See the special rules.
to the corps FRD must do the same, if the withdrawal
movement is possible. The units can act and fight without Only the army commander can send new orders. A wing
limits, provided the conditions above are fulfilled. commander (if any) can never send a new order. On the other
side, he can decide to send to all his corps an order that was
- Retreat: every unit in the corps must move in COL (LIM for sent for just 1 of his corps. All corps will receive the same order.
ART) or DG. They must move at least 3 hexes per turn
toward the LOC, if possible. No Attack (fire or melee) is General Retreat Order:
allowed, only OPP fire is possible. The corps commander can The army commander can send a retreat order to all corps, no
choose 2 units in the corps, and act freely with these units. matter how many corps are present and how much his order
They can be different units each turn. This is the only order capability is. These orders are sent directly to the corps
allowing units to exit the map, see VIII-9. commanders, even if there are wing commanders. Of course, the
army commander can send no other order this turn.
- Reserve: this order can be used only at the start of a game.
Movement is allowed, but the units must stay at 6 hexes or Notes:
more from the nearest enemy unit. No Attack (fire or melee) is - Distances are in straight Line, except for forbidden terrain. To
allowed, only OPP fire is possible. The player can replace this zigzag does not fulfill the requirement of a mandatory movement.
order by a Defend order at any time, without any die roll and - An out of command unit complies with rule XVII-2, not to its
without any penalty. Once this decision is taken, the new Leader's orders.
order is fully in effect. - A DG unit obeys the rules V-5, IV-10 or IV-13 and is not
considered part of the corps as far as the orders are concerned.
When the corps commander receives an order (Attack, - During the night, order generation, aides movement, order
Defend, march, etc), and after a delay (given in the scenario), delivery and obedience checks are normal.
the units are considered more apt to fight than the other units,
having no combat fatigue. XV-LINE OF COMMUNICATION LOC
- They have a +1 bonus to the die in each melee combat they This is where supply and reinforcements came from. In game
execute for 3 turns (this turn and the next 2 turns). terms, the LOC are the main retreat path for the units.
Note: this bonus applies only if all friendly units involved in - Each game will state the LOC for the armies.
this combat are "new" units. - If a unit leaves the map through a Line of communication, it
provides no victory point to the enemy, except specified
otherwise in the game special rules.

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