Tuesday, 7 April 2020

Ultimate Napoleonic Rules

I have previously posted on various Napoleonic rules but I have never been fully satisfied with any of them. This year I even spent 2 months trying to shoehorn Napoleonics into the Rally Round the King rules that I love so much for Fantasy/Historical solo. The results weren't to bad but the special needs of the Napoleonic era really stretched the concept to the max.

Then I discovered Fortune & Glory. Since superceded (in title at any rate) by an entirely different game & apparently no longer available to buy, I managed to procure a near final draft of the once published rules which makes sense to me at least.

I have played many games with these rules, Napoleonic Peninsular & War of the Austrian Succession: Italian Theatre & have found them easy to play, consistent in results & (as far as I know) historically accurate.

The limited number of moves (depending on the scale of game undertaken) & the use of Special Characteristics for the Army, the Commander & Special Assets available to certain armies result in a pleasing game, the duration of which can be reasonably predicted - the basic 500pt game is easily finished in 2-3 hours & even a large 1,000pt game takes no longer than 3-4 hours.

I hope that I have finally chanced upon the rules that I will use for this period for many years to come. Certainly, I have enjoyed the 15 or so games that I have had so far more than many games I have had in other periods. Sure, I prefer Maurice for the WAS but these rules are very solo friendly, dispensing as they do with the Igo-Ugo thing (sort of - it's complicated...) & relying on lots of dice rolling (Spoiler alert: there's a lot of dice rolling but it's very easy to handle & I think it only serves to make the game better) & cards (you don't have to actualy have the cards, I just find it easier & more aesthetically pleasing to do so) & the extra rules for different armies & Special Assets give each army a range of flavours to savour. I love it!

Written by Andrew Parr (Australia) here's the draft that I have:

FORTUNE AND GLORY!
COMPETITIVE STYLE 
TACTICAL NAPOLEONIC WARGAME RULES & ARMY LISTS
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INTRODUCTION, DESIGN PARAMETERS AND OBJECTIVES
These rules are aimed at attracting new players to Napoleonic war gaming through an approachable game that can be played after work and without a massive initial investment of time and money. Many war game rule clichés have deliberately been maintained and repeated in the interests of providing colour and differentiation for new players. These rules will provide the aficionado with a format for a fun game and the newcomer a place to jump off into their own research.
These rules are specifically NOT designed as a simulation but are for a tabletop game of war with model soldiers set in the Napoleonic period. I have designed them with the attractive scale of 28mm in mind. A specific set of design parameters are detailed further in Part 13 (except there IS no part 13) Those parameters are for a game on a competitive format requiring only a small number of figures playable in 2-3 hours.
  • The basic competitive game should be playable in 2-3 hours from arrival to completion and will therefore have between 6 and 8 action filled turns with different scenarios providing tactical challenge and game variation;
  • Army lists should offer tactical options but be able to be calculated in your head whilst riding on public transport or in traffic without reference to extensive army lists or a calculator (a standard games size of 500 points was chosen with the basic building blocks of 2nd Class, Regular and Elite Infantry worth 40, 60 and 80 points respectively with Cavalry and Artillery in a simple relativity);
  • The number of figures must not be intimidating for a new comer to purchase and  paint;
  • An army for a basic game should fit into a reasonable size carry bag with a simple set of terrain options so that players can easily carry them to an evening game or to work first;
  • Game play and pre game set up should be entertaining by ensuring that each stage of set up or play has some decision making without concentrating all the tactics into a single step or game choice;
  • Finite objectives and scenario play without record keeping will allow a competitive game format;
  • Focus is on European style warfare at a reinforced brigade or small division level with a specific task. 
  • Armies will consist of 5-10 units of standard types purchased in accordance with a national or generic army list;
  • Strategic surprise will be achieved by choosing armies, setting up terrain as part of the game, capturing objective markers with random values, use of flank marches and reserves and before each game selecting an Army and Commander Character available to that nation and, if points have been set aside, from the Special Assets available. These choices will subtly vary the way a selection of units plays without requiring the newcomer to paint new units;
  • Tactical surprise will be achieved through random initiative to move first or second, alternating unit movement and the all important placement of General Officers before the action in each turn commences (without close proximity of a General Officer you cannot be sure your units will be active in a given turn); 
  • Table size should be small (4 feet x 3 feet for 500 point competitive game) but variants allow Larger units for the aesthetically minded and Larger less competitive games for the enjoyment of multiplayer games; and
  • The rules should be relatively easy to port to other miniature basing regimes by use of stand loss markers.
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CONTENTS
PART 1 MECHANISMS AND CONVENTIONS
PART 2 TURN SEQUENCE and GAME PLAY SUMMARY
PART 3 COMMAND, GENERAL OFFICERS
PART 4 STAND AND UNIT REMOVAL, TROOP STATE and MORALE
PART 5 UNIT ACTIONS – NORMAL MOVEMENT
PART 6 CHARGING AND CHARGE RESPONSES
PART 7 SHOOTING
PART 8 CLOSE QUARTERS COMBAT
PART 9 SKIRMISHING, LOOSE ORDER AND IRREGULAR UNITS
PART 10 TERRAIN REPRESENTATION AND EFFECTS
PART 11 PUTTING AN ARMY TOGETHER and ARMY LISTS
Generic European and War of 1812
Austria
France
Great Britain
Prussian to 1808
Prussia 1809 to 1815
Russia
Spain
Ottoman and Mameluke (usable for Sub-Continental Indian)
PART 12 SCENARIO PLAY
INDEX
PLAY SHEET 1 – Sequence of Play and Movement rates
PLAY SHEET 2 – Unit qualities and Terrain effects
PLAY SHEET 3 – Shooting and Morale tests
PLAY SHEET 4 – Close Combat
THANK YOU to (in no particular order) the following Fortune and Glory historians and gamers: Nathan Vinson, Charles Rivers, Damon Reid, Radek Zeleny, Cillian Cleland, Tom Smallwood, Michael Collins, John Maguire, Adam Burke, Leroy Simpson, Brian Buskell, Jeffrey Smith, Willy Kergan, Kevin Jowett, David Williams, Jonathan Smith, Steve Houghton, Bryan Cook, David Robinson, Michael Wong, Craig Andrews and the designers of Shako, Flames of War and all the other games I have enjoyed!  Copyright   Andrew Parr 

pastedGraphic.pngPART 1 MECHANISMS AND CONVENTIONS
This Part is an overview and further details are provided in the sections for each specific part of the rules
1.1 Unit representation and approximate scale
Fortune and Glory is a tactical game on a competitive points based format to give players the greatest ease in arranging an impromptu match. The force represented will be of the size of a reinforced brigade or small division. The unit of manoeuvre at this level is the foot (Infantry) battalion, horse (Cavalry) regiment or gun battery.                                                                                                                                                                                               artillery) battery. See Part 11 for the anatomy of your army. 
In short your army will comprise an overall commander stand, at least 3 units of your core Infantry choice, additional Infantry units of the same or other quality, an Artillery battery, supporting units of Cavalry and any additional General Officers you can afford to the given points limit. The size of the force is designed to allow new players to field a painted army relatively quickly and inexpensively and allow play on a table 4 feet wide by 3 feet deep.
Some very Large units should be represented by being Strong (able to absorb more hits per stand) or by two units or ‘wings’ in which such very Large units were sometimes deployed. Smaller units are assumed to be combined to roughly battalion size for meaningful battlefield effect. The quality of a unit in general is the most determining feature of its performance on the battlefield so the actual number men exactly scaled down is not specified. There is no ground scale as the movement distances and ranges are relative to each other and the playing area.
1.2 Basing & unit status markers
The basic unit size is 4 stands for Infantry and Cavalry and 2 stands for Artillery. When basing 28mm figures use the table below but the game is playable with any proximate basing regime. Base sizes narrowly varying from these norms should not prejudice competitive play. The rules may be played with 15-18mm figures based for Lasalle or FOGN without amendment.
Stand Type 
Number of Figures
Dimensions
Number per Unit
Photos of example stands
Formed Infantry
3 - 4
40 mm per side square
4

Loose Order Infantry
2 - 3
40 - 50 mm per side square *
4

Warrior Infantry
3 - 5
50 mm per side square
4

Formed Cavalry
2
50 mm per side square
4

Loose Order Cavalry
2
50 – 60 mm per side square *
4

Artillery
1 gun model and 2 or more gunners
Minimum 50 mm front by 80 mm depth rectangle 
2 (3 if purchased as a Large battery)

Special Assets attached to units 
1 or more as desired
40 mm round or as required
-

Special Assets attached to the Army as a whole
1 or more as desired
As required and aesthetically pleasing
-

Infantry and Cavalry Brigadiers
At least 1 figure #
50 mm round
-

ADC’s and Army Commanders
At least 2 figures #
60mm round
-

*Players with Loose Order units based on round or other shaped bases may like to use a sabot base or may simply imagine the area occupied by the Loose Order unit and move it accordingly.
# Mounted models are preferable for ease of recognition.
If you have regular Light Infantry that may switch between Formed and Loose Order formations but only have the figures based as Formed units the bases should be separated by ½” intervals when in Loose Order formation. 
The only unit status marker needed is a marker to show that a unit is Shaken for which we use suitable spare figures on round bases such as Sergeants rallying men, wounded troops or battlefield debris (alternately the command or another stand can be turned or ‘tweaked’ to show a unit is Shaken). 
1.3 Table and Game size
Standard competitive games are set at a 500 points limit played on a table 4 feet wide by 3 feet deep. Any space approaching those dimensions should suffice as game set up is measured from the table centre line and not the edges. Larger points levels may be selected for larger tables as the players see fit.
1.4 Troop types and classes
Playing stands are classed as either one of Infantry, Cavalry, Artillery or General Officers
Units are comprised of a number of stands of Infantry, Cavalry or Artillery all of the same grade and type and divided into:
  1. Formed Infantry and Cavalry in the European style ideally and normally marching and fighting shoulder to shoulder and boot to boot;
  2. Loose Order bodies of Infantry and Cavalry in less formal array or fighting using ‘traditional’ tactics including European ‘Light’ Infantry that have adopted a skirmishing Loose Order.
  3. Artillery units of any army; and
  4. Warrior bands of massed tribal Infantry.
Artillery, Warriors and any unit occupying dense terrain are neither Formed nor Loose Order. 
Unit quality is one of Elite, Line or 2nd Class. This quality will affect combat and morale as set out in the troop quality table in Part 11.3 and again on Play Sheet 2. Aside from difference in combat and morale, most troops have an average discipline save roll and average shooting to hit and command capability given the period restrictions on command and control and technology apply roughly equally to all troops.
Artillery batteries are always Line quality (subject to addition of any special asset from Part 11.5).
Light Infantry units of European armies that were sufficiently proficient are specially classed and costed and may change between a Formed or Loose Order deployment on the table during the game or be deployed in either at it its start. The skirmishing ability of the majority of units is included in the unit’s shooting skill.
General Officer stands are the Army Commander, Brigadiers of foot or horse or an Aide de Camp (ADC). An ADC represents an officer detached from a higher level of command with plenipotentiary powers or another officer only slightly less senior to the Army Commander.
Troops are classified by their relative effectiveness in close quarters Combat, Shooting (the latter including shooting of internal skirmishing companies), their Morale, their Save based on their discipline & resistance and Command.  
Infantry and Cavalry units are bought with standard weapons being smoothbore muskets and bayonets for Infantry and smoothbore pistols, carbines or bows and swords for Cavalry. Cavalry may not shoot. 
Unit Qualities and Points Cost for all armies and lists are set out in PART 11 and again on Play Sheet 2
1.5 Measurement
Bases are measured in millimetres for convenience but otherwise game play is in the Imperial ‘gaming’ scale of inches (“) and feet (‘) and where separated by a forward slash / refer to Infantry and Foot Artillery/Cavalry and Horse Artillery respectively. All distances may be pre-measured at any time.
1.6 Formations and placement of unit stands in alignment 
Units of Infantry and Cavalry are ether regular paid units and Formed in European style ranks, Massed bodies of irregular charging warriors or in Loose Order (See part 9). All follow the same rules for placement of stands in the formations described below.
Unless any unit is Fleeing or is occupying a wood, village or similar dense terrain piece, all the stands must be placed in full side or base edge contact with another stand of the unit and unless the unit is in square (Formed Infantry units only) all the stands must all be facing the same direction. Loose Order units based on circular or other bases should be arranged in similar formations. If you are playing an especially competitive game sabots squares should be used for such Loose Order units.
Units may be in:
  • March Column one stand wide and more than one stand deep.
  • Attack Column two stands wide and more than one stand deep (odd stands are centred behind front ranks). 
  • Lines of more than one stand wide but only one stand deep. 
  • Square with stands facing outwards.
  • Occupying a wood village or fieldworks and placed randomly in the occupied terrain feature.
A unit reduced to two stands has the stands placed side by side unless in march column or square, it moves like an Attack Column but is not a dense target unless in march column.  
Artillery are either Limbered with stands facing their own table edge or Unlimbered facing the enemy. When limbered the rear edge of the stand is its front for the purposes of direction for making simple moves.
1.7 Linear, Column and Mixed Doctrine Infantry
Unless stated otherwise in an army list all armies are Linear Doctrine and all Warriors are Column Doctrine.
Linear Doctrine Formed Infantry may not adopt or enter the table in Attack Column formation unless a General Officer is attached. The officer may later leave the unit but unless he stays with the unit it gains no movement benefit from Attack Column formation and is considered a Reinforced Line moving at Line formation speed and dense for shooting purposes. 
Column Doctrine Formed Infantry may not adopt or enter the table Line formation unless a General Officer is attached when they do. Warriors may not form Line under any circumstances but like all Attack Columns cease to be a dense target when reduced to 2 stands.
Linear doctrine units may be deployed in Attack Column formation, or Column doctrine units deployed in Line formation during deployment of on table units at the beginning of a game if a General officer is attached to the unit and deployed with it and together counting as one deployment choice. 
Mixed Doctrine units are not subject to the above limits on formations.

1.8 Testing against characteristics
A roll of 1 is always a fail and a roll of 6 always a pass.
Tests of various kinds and shooting are resolved by rolling a d6 equal to or higher than the number shown in the troop quality table at 11.3 and again on Play Sheet 2. The average roll required for any action or to hit when rolling shooting attack dice is a 4. Troops with superior capacity need a 3 for a given test or to hit and poor troops need a 5. Tests and rolls are modified by the factors shown in the relevant section and the Play Sheets at the end of this booklet. Combat is resolved by each side rolling 1d6 for each unit involved and adding its combat quality and any combat modifier factors and then comparing the scores.
Generally when a Morale test is failed a unit it drops first from Good Order to becoming Shaken and then to Fleeing with its next failure. Failing a Command test will usually result in the unit failing to move as desired.
1.9 Discipline and Resistance Saving Throws 
These are a measure of the relative ability of a unit to deal with casualties, replace NCOs and officers, intestinal fortitude, training and experience under fire and sometimes of sheer toughness, armour and size. A saving roll is made for each and every hit received from enemy shooting. All troops have an average discipline and resistance save roll of 4+ on a d6 except Elite that have been upgrade to Guard as allowed in their army lists and who save shooting hits on a base roll of 3+.
1.10 Front, flank and rear zones and attacks
Front, Flank and Rear Zones are 45 degrees extending from the corners of the relevant base sides (squares and units in dense terrain have no flanks). Flank and Rear Attacks are attacks that start And finish with the majority of the attacking unit in the flank or rear zone of the target unit and result in the defending unit being in Difficult Circumstances (-2) in the combat. Charges may deviate from straight ahead only by any minimum wheel necessary to bring about contact and are not aligned or reshuffled to create or avoid a Flank Attack.
Units in towns or woods do not have flanks and are assumed to occupy the entire Village or Woods section so can be shot at or from or attacked from any direction (but may only be charged by a maximum of two units as normal).
1.11 Flank Support to Infantry and Artillery units
Flank support gives a combat bonus of +1 to a Formed Infantry or an unlimbered Artillery unit only for each flank supported at the time a close combat is resolved. If both flanks of an Infantry or Artillery unit are supported it will not have to test when charged by Cavalry. To have Flank Support an Artillery unit must be unlimbered and Formed Infantry may not be in March Column or Square or occupying dense terrain. The supported unit does not have to be in good order but the supporting unit does. A unit may provide Flank Support to more than one friendly unit at any given time.
The supported unit must be able to draw a Line no longer than 2 inches perpendicular to its side edge that intersects either:
  • A friendly occupied or vacant dense terrain feature;
  • The side edge of a friendly unshaken Formed unit or Artillery facing within 45 degrees of the same direction (Note *);
  • A friendly unshaken square
Note *: If support is given by a Formed unit facing the same direction then Both the supporting and supported unit must be able to trace a Line no longer than 2” perpendicular to their side edge that intersects the other’s side edge.
Squares have no flanks and cannot receive support but do provide support with any face of the square counting as a flank to the supported unit.
Flank support is checked at the relevant time:
  1. When an Infantry or Artillery unit is charged by unshaken Formed Cavalry at that point during the action phase (so a unit may have flank support when it is charged and then the supporting unit may move away); or
  2. When close combats are resolved (the order in which combats are resolved may therefore affect flank support bonuses as the supporting unit must be unshaken).
Units may therefore conceivably have flank support when charged but not when combats are resolved or vice versa. A unit that wishes to move to provide flank support to a unit already in contact with the enemy may break the usual 2” proximity prohibition by the minimum necessary to move to a position of support without contacting the enemy (or it can charge into a position in which it will provide support).
If a unit has flank support to a flank the enemy may move to contact in a position that would ordinarily be a flank charge but the charge will not count as a flank charge and the target will not count as being engaged to its flank.
1.12 Rear Support 
Rear support is enjoyed by a unit if there is the requisite unit set out below are within 2” and facing the same way (within 45 degrees) to a unit’ s rear and covering at least half of that rear. The supported unit does not have to be in good order but the supporting unit does and must be unshaken at the time support is checked. A unit may only give rear support to one friendly unit at a given time during any phase. Occupied town and wood sectors do not provide rear support nor do they receive any support. Units with rear support add + 1 in close quarters combat.
  • Unlimbered Artillery from unshaken Formed units.
  • Formed Infantry from Formed Infantry.
  • Massed Infantry from Formed or massed Infantry.
  • Loose Order Infantry from any unshaken Infantry.
  • Formed and Loose Order Cavalry from Formed Cavalry.
  • Loose Order Cavalry from Loose Order Cavalry.
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PART 2 TURN SEQUENCE and GAME PLAY SUMMARY
2.1 Game turn sequence and overview of game play
  1. Initiative – each player rolls 1d6 adding 1 if he did not have the Initiative last turn and adding 2 if he routed or destroyed more enemy in total by close combat results (enemy that Retired from a combat do not count and if there is a tie the player with the most victorious Cavalry (in better order if equal) wins a tie otherwise the modifier does not apply). The highest total has the Initiative for the turn. If the players draw (even on the first turn) there is a Random Event as many times as they draw and the players roll again with further random events on further draws until there is a clear winner. If the Army Commander is off table the army automatically loses the initiative.
  2. General Officer movementGeneral Officers (Commanders, Brigadiers and ADCs) join and leave units and move to where they can influence which units can act without having to make a dice roll. The Player Without the initiative must move his General Officers first followed by the player with the Initiative. All General Officers are declared to be leaving or joining units and or moving separately. General Officers that join units will stay and move with them and suffer their fate for the turn (including being eliminated if the unit is removed) and have 0” command radius. 
  3. Rallying and Movement of units
Players alternately select a unit to Rally and move or remain stationary. Starting with the player with the initiative a unit is selected to rally if necessary and make movement actions including charges. Once a player has selected all his ‘on table’ units he must then select ‘off table units’ (first any flank marchers he is rolling for then any reserves) as his next choices when it is his turn to select a unit. Armies with more units continue with their choices until they have chosen all units. Units that are in command of a General Officer must be chosen before units that are out of command. The player with the initiative may determine the order of any events if there is a conflict. 
Command and Control – Units within the command radius of an appropriate General Officer (Commander, ADC or respectively Infantry and Cavalry Brigadiers) are In Command and may make simple moves including charges (after any necessary Rally morale test) they desire. All units that are out of command, or that wish to make a complex move must pass a Command Test or remain stationary for the turn. If an out of command unit passes the Command test it may make a complex move and does not have to roll again. An attached General Officer adds 1 to the dice roll as does being in the command radius of the Army Commander for a bonus of +2 to the roll in a command Test.
When a Shaken or Fleeing unit is chosen the first thing it must do is take a morale test to Rally. If Shaken units pass they immediately Rally to good order in the position and facing they are in and may act as normal this turn. If they fail they may also act normally but remain Shaken (and brittle!). If a Fleeing unit passes its morale test it is also immediately returned to Good order and may additionally make a Complex Move in any direction but it may not shoot or charge (but may counter charge) this turn. Units that rally are immediately returned to Good Order before the next unit is chosen. Fleeing units that fail immediately Flee again and suffer a stand loss due to straggling. Units cannot Rally if contacted by the charge of an earlier moving enemy. 
Moves – Moves are one of: 
  • Simple moves which may only be in a forward direction and only changing direction by wheeling as many times as desired by pivoting on one corner at a time. 
  • Complex moves including formation changes, stepping back and inclining etc in which individual stands may be re-arranged in any direction or facing but not moving more than 6”/9”. Complex moves prevent the unit shooting or charging that turn (but it may counter charge). 
  • Charges against enemy in the unit’s front arc and within a normal move. Units may elect to take a Command test (+1 for attached General Officer) to add 2”/3” to their move. If they fail the test they move their full distance but stopping 2” short of their target and end the move Shaken as they are pushed too hard. Charges halt on touching the target unit and are not realigned. Charges must be simple moves directly ahead of the current facing or with a single wheel at the start by the minimum necessary to contact their target. Charged units that must test morale do so immediately upon being contacted and apply any results immediately. If the target of a charge Flees, the charging unit may counter charge later moving enemy as normal. Charges prevent the charging unit from shooting and the target unit from moving or shooting at any unit other than the chargers. Chargers and their targets then remain in place until all movement has finished and the shooting and close combat phases are conducted.
Unless contacting the enemy in a charge a unit may not voluntarily come, pass or stay within 2” of enemy units. Units that find themselves within that distance must try to make a 2” gap when they next actually move (they may elect to stay put). 
    • Remain stationary so as to maximise its shooting (a convenient way of declaring this is to say you are ‘tapping’ the unit). 
Shooting and close combat is resolved in the following separate phases.

Units forced to move or contacted by enemy actions before they take their own lose their action for the turn and do not make Rally rolls.
4. Shooting – The side that has the initiative first selects a single enemy target unit and shoots all units it wish to and may shoot at that target. The shooting, saves and consequent morale tests and results are immediately applied to the target unit followed by the other player choosing a target unit and alternating thereafter until all eligible units that want to have shot. Units only shoot once per turn. If a Shaken unit that is charging fails its morale test from any unsaved shooting hits then it immediately Flees and no combat takes place. If a charging unit becomes Shaken it carries that state into the close quarters combat.
  1. Close quarters Combat - Close quarters Combat is resolved in any order chosen by the player with the initiative. All units that lose a Combat Flee if the difference was more than the strength of their stands or they were already Shaken, they otherwise Retire facing the enemy. The first Flee and any Retire moves are the owner’s choice of either directly away from the enemy (splitting the angle if there are two) or directly along the unit’s own rear facing the total rolled on 2d6”/3d6”. Units that Retire become Shaken. Drawn combats cause all involved units to become Shaken (and Flee if they already were Shaken) and are recalculated and re-rolled without charging bonuses. Friends must immediately test morale for units of equal or higher morale that Flee through them or for Guards that Flee within 12”, if they Flee or are Shaken they will carry that effect into their combat if it has not yet been resolved. 
  2. Army Morale - Make any morale checks for both sides to see whether the army quits the field. Army morale is tested at the end of a turn in which the Army lost a unit involuntarily removed from the table and the Army has less than half of its original number of units (on or off table). Army morale is tested against the Army Commander’s morale value of 4+. If he is not alive the army automatically fails and quits the field ending the game.
Example of  game turn initiative
A Russian player has won two combats in the last turn and his ottoman opponent only one. However, as the Russian only caused one opponent to Flee (as did the Ottoman) the players are equal on victorious units (only causing an enemy to retire and not Flee after a round of close combat does not count). In order to determine which player will gain the +2 to his initiative roll in the new turn the players compare who had the most Cavalry units that caused the enemy to Flee, if they were equal neither would get the bonus but in our example the Russian had a Cavalry unit that caused it s opponent to Flee and the Ottoman did not so the Russians gains a +2 modifier (this is usually not a very complicated process as the number of combats in a given turn is usually low). The Ottoman had the initiative last turn so the Russian has a further +1 to his roll for a total of +3 and the Ottoman has his straight dice roll.
To make things interesting we will assume the Russian rolls a 1 and the Ottoman a 4 so the scores are equal at 4 all bringing about a Random Event (this happens whether the players use fortune re-rolls to roll the initiative dice again). Either player rolls a dice and the selected player rolls again on the random event table and the event is resolved completely. The players then return to dicing for initiative and the Russian announces he will re-roll his 1 expending a precious fortune dice from his Army Commander. He is betting on the good odds he can roll better than a 1 and get the initiative this turn. If he happens to roll another 1 there will be another random event. He rolls a 2 for a total of 5. The ottoman has a right of reply but needing a fairly high number elects to show discretion and not expend a fortune dice.

2.2 Random Events
Either player rolls a d6 on a 1-3 he is the subject of the Random Event on 4-6 the other player is. The affected player then rolls a d6 to determine the random event:
  1. “Friends Panic” – Immediately test the morale of any single unit of the enemy’s choice -2 to dice roll. 
  2. “Dissent!” – The enemy immediately selects one of your on table General Officers (Brigadiers or ADC’s must be chosen before an Army Commander if possible) and rolls a dice. 1-3 the officer is incapacitated for the rest of the game and removed as a casualty. The officer incapacitated may expend a fortune dice if they have one and ignore the effect of such a “mishap”.
  3. “Child of Fate” – Any single General Officer gains one Fortune re roll. 
  4. “A cunning plan” – Select a unit to automatically pass an immediate rally test or automatically be in command this turn. 
  5. “Ammunition” – Select and mark a unit that may (once only) re roll its shooting misses in this or any following turn.
  6. “Enemy Panic” – Select one enemy unit to undergo an immediate morale test -2 to die roll.
PART 3 COMMAND CONTROL, GENERAL OFFICERS and FORTUNE
3.1 Independent General Officers
There are three types of General Officer Stands in these rules being:
  • Army Commanders with a Command Radius of 6” (these gentlemen represent the local commander and the leader of your force) they also have a standard 3 fortune dice (used for Fortune re-rolls and explained in Part 3.8). Army Commanders may command any troops.
  • Brigadiers of either Cavalry or Infantry with a command radius of 3” who represent a rank or importance able to command more than one unit of their type and Artillery of any kind. These officers must be declared to be an General Officer of Infantry or Cavalry when placed on the table but until that time how he will use them is up to the commander.
  • ADCs who also has a command radius of 3” and represent an officer sent by a higher level of command with plenipotentiary powers or a commander of slightly less status that the Army Commander and may consequently command any units. ADCs have one Fortune dice.
3.2 Command radius and units in and out of command
All units (or the terrain feature they occupy) must be within command radius of a General Officer or are Out of Command. General Officers that join units have their command radius temporarily reduced to zero. 
Units that are In Command may make actions as desired but must still pass a Command Test to make a complex move.  
Units that are Out of Command must take a Command test if they want to make either a simple or a complex move. If out of command units pass the Command Test they may make either a simple or complex move (without dicing again to make a complex move). Failing the Command Test when out of command or to make a complex move means the unit remains stationary that action (but it may shoot normally and counter charge if eligible).
All units must always first make a Rally dice roll if Shaken or Fleeing before taking any command test as usual.
3.3 General Officer movement
General Officers may move up to 15” in the General Officer movement phase and their location will determine the units that will be in or out of command for that turn. They may make their 15” move from any point of a unit they have joined. General Officers move 15” as the crow flies but must be placed outside of 2” of the enemy as normal. 
General Officers may Attach to a unit in the General Officer movement phase by moving to a position touching the unit and announcing they are attached. If a General Officer is not attached it should be separated by 1” so there is no confusion. If a General Officer attaches to a unit it stays with the unit and suffers its fate for the rest of the turn until the next General Officer movement phase which may lead to loss of the General Officer if the unit leaves the table, is eliminated or disperses.
There is no prohibition on leaving one unit and joining another during the General Officer movement phase. General Officers may therefore detach from a unit before its Rally roll is made to avoid Fleeing or attach to a unit to lend their charisma to a rally roll. General Officer stands may not initiate a charge unless attached to a unit.
3.4 Benefit of and restrictions on attaching General Officers
A unit may benefit from attachment of only a single General Officer at a time adding 1 to the dice rolled for:
  • Command tests to make complex moves (being in command radius of the Army Commander also adds a further one to these Command tests);
  • Morale tests;
  • Command test rolls to make a Desperate Charge and add bonus charge movement; 
  • Combat scores.
Any bonus that may apply from the character chosen for the Army Commander or will be applied to any unit in his command radius and taken in addition to the benefit of having a General Officer attached if they have one.
When a Brigadier is deployed he must be declared to be an Infantry or Cavalry Brigadier. Either may join any type of Artillery unit but they may otherwise only join and influence units of their own arm of service (Cavalry or Infantry respectively).
3.5 The Command Test
A unit must pass a Command Test by rolling equal or above their command value (usually 4 but 5 for warriors) whenever:
  • It is a unit that is in command of an General Officer but wishes to make a Complex move;
  • It is out of command and wishes to make any move (if such a unit passes it may make a simple move or a complex move without rolling again);
  • Whether in or out of command and the unit wishes to make a desperate Charge and add bonus 2”/3” to charge movement; or 
The Dice rolls are modified:
  • +1 for Light Infantry (either Formed up or in Loose Order) and Loose Order Infantry to make a complex or out of command move;
  • +1 if an General Officer is attached and a further +1 if he is the Army Commander;
  • +1 if in the command radius (but not attached to) the Army Commander.
A roll of a 1 is always a fail no matter the modifiers.
Example command test
An Elite British Light Infantry unit (a member of the famed Light Division no doubt) is Formed in square but wishes to move his complex move distance of 6” again ending in square which he may do if he passes a command test as this is a complex move. Elite units require the same command roll of 4+ for success as other Formed units (given the limitation of command by word of mouth and writing in this period and all units except Warriors have a command value of 4+). Light Infantry units have a +1 bonus for their special training and élan so the unit will succeed on a roll of 3 or better.
The British general really wanted to make sure of this move so during the General Officer phase he attached his Army Commander to the unit which gives the unit a further +1 for a General Officer attached and +1 because he is the Army Commander. You can see the unit should now automatically pass on a 1+ but nothing can be too certain in Fortune and Glory and a roll of 1 is always a fail no matter the modifiers.

3.6 Risks to General Officers
If a General Officer is attached to a unit involved in a close combat then at the end of the combat resolution, regardless of result, each such General Officer is tested for by the owning player. On a roll of 1-2 on d6 the General Officer is eliminated (friendly fire incident perhaps…). General Officers with fortune dice remaining may use them to re roll the test as usual.
General Officers and Special Assets will be removed if a unit they are attached to is destroyed, disperses or quits the field after a close quarters combat or when Fleeing. General Officers are not replaced during a normal game. 
3.7 ‘Bumping’ General Officers and Line of sight
If an General Officer stand will get in the way of a movement or deployment it is always ‘bumped’ as directly as possible towards its own table edge (which may put units out of command for later movements or morale tests!) but does not have to leave the table and the bumping player may move him sideways to avoid his loss off table. Unattached General Officers contacted by enemy movement may be moved up to 6” in any direction to escape the unit contacting them. If they cannot be moved more than 2” from enemy units they are captured.  General Officer stands do not block Line of sight and may not be selected as a target.
3.8 Fortune and re-rolling dice
General Officers may have a finite number of Fortune dice they may use once each during the game to re-roll certain dice rolls. Unless your army list allows otherwise a dice roll or full set of dice rolls may be re rolled once only per General Officer expending fortune to do so. Re rolls are allowed of:
  1. any dice rolls (of a single dice or full set of dice not one of a set of dice) by or affecting them or any friendly on table unit within their Command radius;
  2. the initiative, reserve or flank march entry rolls if they are the Army Commander; 
  3. the game length roll in turn 5 if they are the Army Commander; or
  4. the roll for the value of an objective again if they are an Army Commander.
Fortune dice may be used by either side at any time but only in respect of dice rolled by their own side (you may not force the enemy to re roll his dice). Where there is comparison of dice and totals the lower roller announces and takes any fortune re rolls followed by the original high roller with a right of reply.  
PART 4 REMOVING STANDS & UNITS, TROOP STATE, MORALE and RALLYING
4.1 Stand and unit removal
A stand is removed from a unit for each 3 failed saving rolls when shot at, or each 3 points of difference when it loses a close quarters combat and every time a unit Flees if it did not already lose a stand from the cause of it Fleeing (for example it does not lose a stand if it already lost a stand from the unsaved shooting hits that caused it to take the morale test).

Strong units have 4 ‘hits’ per stand. These multiples of hits or strength per stand apply to all circumstances where the strength of a stand is used such as determining if a unit will Retire or Flee when it loses a close quarters combat (see part 8).

If a Shaken unit should Retire after a close combat (it lost by less than the strength of a stand) it instead Flees and does lose a stand when it Flees (this could happen to both units if two Shaken units fight and draw!).

A unit is removed if the loss of stands from Fleeing, shooting or combat will cause the unit to be reduced to one or less stands. It is then dispersed from the spot without making a Flee move and will not pass through friends causing them to take the morale test for being passed through by Fleeing friends.

All units are considered lost if any part of their stands passes over a table edge or will contact any enemy unit when they Flee or Retire. It is acceptable to choose to remove a particular stand as a casualty if this will mean the unit will remain on table when it Flees or retires but any distance is still measured from the point of contact with the enemy if a stand in contact with the enemy was removed.
4.2 Unit state
Units are either in Good Order, Shaken or Fleeing
Good order units that fail a morale test become Shaken, Shaken units that fail a morale test Flee immediately and suffer an automatic stand loss each time they Flee due to ‘straggling and malingering’ if they did not do so from the cause of the morale test (for example they failed enough shooting saves to lose a stand already). 
Units that Flee or that are contacted by the enemy before they are chosen to act in the turn sequence lose their action for that turn. A unit may have to Flee several times during a turn suffering loses (and possibly being dispersed) each time it does. 
Shaken status is removed and Fleeing halted after Rallying by passing a morale test as the first thing done when the unit is next chosen to act. If a unit is Shaken by an event occurring prior to it taking its action for a turn it may rally from that cause when its turn to act is taken.
4.3 Taking and passing a Morale test
To pass a morale test a d6 roll must equal or exceed the number in the troop profile in Part 11. Modify the rolled numbers by +1 for a single General Officer attached and any other Army Commander character choice effects if in his command radius or he is the General Officer attached. Rolls of a natural 1 are always a fail.
Morale tests must be taken by a unit whenever:
  • It fails to save any hit when shot at whether it lost a stand or not. If any unsaved hit was from Artillery using Canister or Ball Shot ammunition then a -1 modifier will usually apply (but also see terrain effects in Part 10.6) so Artillery shooting attack dice should be rolled and saved separately.
  • A friendly unit of equal or higher morale rating passes through it while Fleeing. Units that will disperse due to being reduced to one stand by Fleeing or combat and units that are only Retiring from a combat do not cause this test.
  • A “Guard” unit Flees within 12”.
  • Infantry or Artillery contacted by the charge of unshaken Formed enemy Cavalry. Test is not taken if unit has flank support to Both flanks or is in square or either unit will count as being in rough ground on contact. The test is taken immediately the charging unit moves into contact.
  • Any unit charged in its flank or rear by unshaken enemy. The test is taken immediately the charging unit moves into contact.
  • Cavalry or Warriors that wish to counter-charge.
Only one morale test is taken for each cause (so if a unit has a Guard unit Flee through it only tests once).
The test to Rally when a Shaken or Fleeing unit is chosen to act is also a Morale test but failing a Rally test does not change the unit state.
4.4 Fleeing as a result of a morale test
Flee moves are the aggregate distance rolled on 2d6”/3d6”. If a unit must Flee after a morale test the first Flee move is the owner’s choice of either directly away from the centre of the front of the enemy causing the test (splitting the angle if there are two) or directly along the unit’s own rear facing. Subsequent Flee moves are towards the nearest able edge in the player’s deployment area. Units automatically lose a stand every time they Flee if they did not already do so from the cause.
4.5 Rallying Fleeing and Reforming Shaken units 
The Rally Test is similar to a Morale test. All Shaken and Fleeing units must take a morale test as the first thing they do when chosen to act. Units cannot Reform or Rally if contacted by an earlier moving enemy and lose their chance for the turn even if they escape their enemy. 
If Shaken units pass they immediately Reform and may act as normal this turn. If they fail they may also act normally but remain Shaken (and brittle!). Shaken units may rally even if they became Shaken from a cause earlier in the current turn such as friends Fleeing through them.
Fleeing units that rally may make a complex move in any direction but may not shoot or charge this turn. They are however immediately returned to good order before the next unit is chosen and may counter charge. Fleeing units that fail a Rally morale test immediately Flee again and suffer a stand loss due to straggling or immediately disperse if this stand loss will reduce them to a single stand. 
4.6 Army Morale
Army morale is tested at the end of a turn in which the Army lost a unit destroyed or that quit the field and the Army has less than half of its original number of units (counting all whether on or off table) . Army morale is tested against the Army Commander’s morale value of 4+. If he is not alive the army automatically fails and quits the field ending the game. Units that are shaken or fleeing immediately disperse.
PART 5 UNIT ACTIONS, NORMAL MOVEMENT and  RALLYING
5.1 Overview of Selecting a unit to act (all units Must be chosen once each)
  • Select a unit that has not previously been selected this turn (units in command first) or that has not previously fled the enemy and has not already been contacted by a charge this turn.
  • If the unit is Shaken or Fleeing roll a morale test roll to Rally the unit. Fleeing units that pass their rally roll make a complex move ending in good order (Formed, limbered, unlimbered or in Loose Order as they chose or are allowed). Shaken units that pass immediately regain good order (in the same formation and place) and may take actions as normal.  Shaken units that fail may still take actions as usual but remain Shaken and therefore somewhat brittle. Fleeing units that fail Flee again (now towards their own table edge) and lose another stand to straggling.
  • If the unit is in command it may automatically make any simple move including charging. It must still pass a Command test to make a complex move. Units that fail a command test for a complex move must remain stationary but may shoot or counter charge this turn.
  • If the unit is out of command it must make and pass a Command test or will remain stationary but may shoot or counter charge this turn. If it passes its Command test it may make either a simple or complex move. 
Movement distances 
Random distance Involuntary Flee or Retire moves are 2d6” (Infantry and Foot Artillery) / 3d6” (Cavalry and Horse Artillery). 
Desperate Charge bonus movement after a successful Command test (+1 if General Officer attached further +1 if in radius of Army Commander) is 2”/3”. 
General Officers move 15” as the crow flies so to speak and are not inhibited by terrain or the enemy. 
Simple and complex move distances are:

Line formation #
Attack Column #
March Column #
Complex move @
Infantry
6”
9”
15”
6”
Cavalry
9”
12”
21”
9”
Foot Artillery
NA may Bricole 2” forward or back while unlimbered
9” limbered
9” limbered
6” Prolong,  limbered to unlimbered or unlimbered to limbered
Horse Artillery
May Bricole 2” forward or back while unlimbered
18”  limbered
18” limbered
15” Prolong, limbered to unlimbered or unlimbered to limbered
# All simple moves by units commencing their actions in Loose Order are increased by 3”.
@ Not reduced over rough ground but any move involving a square formation in any way are reduced to 3”.
5.2 Types of Voluntary Movement and command tests for complex moves
Each and every unit both on and off table must be selected by each player (alternately) to act during the Action Phase. Units that are in command must be selected before those that are not. A unit may elect not to move and is for convenience referred to as being ‘tapped” to pass play to the other player.
 Voluntary movement as an action by a unit may include one of:
  1. Simple Move forward straight ahead of current facing or with any number of wheels measured from the outside of the unit and pivoting on one front corner at a time (Not spinning in place which would be a Complex Move)
  2. Charge straight ahead with a the minimum wheel of up to 45% possible to bring about contact if the target is not contactable by a move directly ahead (see Part 6); or 
  3. Complex Move involving anything other than moving straight ahead or wheeling. Complex moves are conducted by moving stands in any direction, so long as no part of ANY stand moves more than their complex move distance of 6”/9” (3” if involving square formation in any way), ending facing in any direction or formation. Complex moves are not reduced for movement over rough ground but preclude shooting or charges. Examples of complex moves include:
  • any unit wishing to enter a village or wood (Light infantry and loose order infantry will be +1 to their command rolls for this move as set out in part 9). In this game dense terrain such as villages or woods are occupied as an area as a whole rather than moved through incrementally, see Part 10);
  • any unit passing through a friendly unit (Interpenetration or Passage of Lines);
  • regular Light Infantry units changing to Loose Order or vice versa;
  • any Artillery moves involving limbering or unlimbering. (Infantry complex move distance for Foot Artillery and Cavalry complex move distance for Horse Artillery);
  • an Artillery Prolong move (see Part 5.5 below); 
  • forming square, coming out of square or movement by a unit in square that will remain in square (limited to 3”).
Complex moves require the unit to pass a Command test 
Complex moves require the unit to first pass a Command Test (+1 for attached General Officer and further +1 for being command radius of the Army Commander or it is the Army Commander who is attached and +1 for Light and Loose Order Infantry). If the unit fails the Command Test it remains stationary but may shoot or counter charge normally this turn. If the Command Test is passed and a Complex move is made the unit may not shoot or initiate a charge this turn (but may counter charge). Complex move distances are never reduced for rough ground or entering dense terrain.
5.3 Compulsory moves – Retiring and Fleeing
Compulsory moves are the total rolled on 2d6”of Foot and Foot Artillery and 3d6” for Horse and Horse Artillery and include Retiring facing the enemy or Fleeing facing away from the enemy
Retiring occurs when a unit loses a close combat by a difference in scores less than the strength of its stands. A Retire move is generally the same as a Flee move with the same options of direction however the unit retires in the formation it was in and in roughly the same facing becoming shaken.
Fleeing may occur as a result of:
  • Failing a morale test when already Shaken;
  • Being charged while already Fleeing; 
  • Losing a close quarters combat by a difference in scores equal to or more than the strength of stands in the unit; or
  • Losing a close quarters combat when already Shaken.
Infantry that are not in square or dense terrain, Cavalry and Artillery that Flee turn to face away from the threat and must move the distance rolled on 2d6” (Infantry and Foot Artillery) / 3d6” (Cavalry and Horse Artillery). They may either Flee directly to their own rear or perpendicular to the front face of the relevant enemy unit (this is to allow some flexibility when operating near table edges) and must move the sum of the dice in inches.   
Infantry in square or dense terrain turn to face and Flee their own choice of either directly away from the front of the enemy if in combat (or the closest point of a shooting enemy) or straight towards their own table edge.
Flee moves after the first must be to the closest point on the player’s deployment edge of the table. Fleeing (or Retiring) Artillery become limbered. Fleeing and Retiring troops must attempt to remain 2” from enemy units and are dispersed and removed from the table if their move would normally bring them into contact with enemy units. If any part of the unit crosses a table edge it is also removed.
Unless it has already lost a stand from the cause of it Fleeing, a unit will lose a stand due to straggling and malingering every time it must Flee. If the stand to be lost due to Fleeing will reduce an Infantry or Cavalry unit to a single stand it instead disperses on the spot and does not pass through friends. Artillery units are not dispersed and may continue to function when reduced to a single stand. A unit must Flee as many times as it is charged in a turn.
Some Flee and Retire moves will result in units passing through friendly units and may cause the Fleeing or Retiring unit to move as far as necessary to be clear of friendly units. Whenever a unit Flees or Retires it passes through friends in its path and rough terrain with no deduction. 
The owning player may choose which stands to remove before Fleeing or Retiring in order to avoid leaving the table but the distance moved must leave the unit the distance it rolled on its random movement dice. Units passed through of equal or lower morale must check their morale and immediately apply the results. A unit only tests once for each Fleeing friend. 
Fleeing and dense terrain
Fleeing Infantry whose move will bring a stand within an unoccupied wood or village will remain Fleeing but halt that Flee move by moving into and occupying the dense terrain area if it is empty. If the area is occupied by friends the unit passes through them and is placed on the far side. If the terrain area is occupied by enemy the Fleeing unit is destroyed. Fleeing units that do not roll enough movement for a stand to fully enter a terrain piece stop short against the edge of the terrain piece.
Fleeing Cavalry and Artillery change direction towards the closest table edge in their deployment area by the minimum necessary to pass around dense terrain.
5.4 Passing through friendly units (a ‘Passage of Lines’ or ‘Interpenetration’)
All units may only voluntarily move through friends by making a Complex Move. Units making such a Passage of Lines are moved clear of the unit they are passing through if their front edge can make it to the other side of the unit being passed through they otherwise remain on the near side. 
No units may charge when they make a Passage of Lines and no unit may interpenetrate any part of a friendly unit already in contact with the enemy. No units may move through or over an enemy unit.
Units making Flee and Retire moves automatically pass through friendly units in their path. 
5.5 Moving Artillery batteries
Artillery batteries are either wholly Limbered with stands placed facing towards their own table edge or wholly Unlimbered (stands may be arranged in normal formations but only the front gun stand may shoot if they are more than one stand deep). Artillery moves resulting in limbering or unlimbering are Complex Moves and are subject to the normal complex move limits (no stand corner may move further than its complex move distance for Infantry if Foot Artillery and for Cavalry if Horse Artillery). Artillery movement distances are found in the table in Part 5.1 and again on Play sheet 1.
Artillery deploys to or from being limbered using a complex move of 6”/15”. Artillery may not deploy, or move into villages, woods or rough ground.  
Unlimbered Artillery may move by making one of the following moves:
  • Simple move – Bricole – move  forward or back including wheeling if desired by means of ropes and manhandling for 2”;  
  • Complex move – Limber -  a complex move ending limbered facing in any direction; or
  • Complex move – Prolong -  a complex move commencing and remaining unlimbered by means of ropes to the Cavalry limbers. Prolong moves may not be made on consecutive turns or by Heavy Artillery as they are too tiring on the crews and limbers.
Limbered Artillery may make one of the following moves:
  • Simple move – move forward including wheeling the respective Foot or Horse Artillery movement distance;
  • Complex move – Unlimber - a complex move ending unlimbered facing in any direction; or
  • Complex move – Standard - ending still limbered facing in any direction per a normal unit options for a complex move in any direction.
Only unlimbered Artillery may fire. As ‘Prolong’ moves and limbering or unlimbering are complex moves they prevent firing that turn. Bricole moves are simple moves and the stands may still shoot with one dice per stand (+1 dice per stand if using Canister or Shell).
5.6 Leaving and entering the table
Units that leave the table may not return. For the moves of reserves and flank marchers see the scenario rules in Part 11.

Units entering the table may do so with simple or complex moves and may not charge that turn but may shoot unless they entered with a complex move.

5.7 Proximity to enemy units

Unless:
  • entering and occupying an empty dense terrain area (wood or village) or entering dense terrain after a victorious charge;
  • moving into contact with an enemy unit by charging;
  • unshaken units moving to a position to provide flank support to a friendly unit already in contact with the enemy,
a unit may not come, pass or stay within 2” of enemy units or occupied villages or woods. When a unit wishes to move so as to provide flank support to a friend already in contact it may do so only to the minimum necessary to provide that support.
Units that find themselves within 2” of enemy units may remain where they are but if they wish to move by other than charging or to enter dense terrain they must move so as to create a 2” gap from enemy units.

PART 6 UNIT ACTIONS - CHARGING AND CHARGE RESPONSES
6.1 Charging overview
When a charge is conducted depends on when the charging unit is chosen to take its movement and rally actions in that phase of the turn. Charges must be simple moves and may only wheel once at the start of the charge. Charges halt on touching the enemy and are not realigned, they prevent the charging unit from shooting and the target unit from moving or shooting at any unit other than the chargers. 
Charging units that do not end in contact with their target of their choice (for example the target fled or was dispersed) they may not shoot at the later moving enemy but may counter charge if they are themselves charged by later moving enemy.
6.2 Basic Charge procedure 
1. Select a unit that has not acted or been pre-empted by an enemy charge this turn (selecting all units that are in command of any General Officer before any out of command units are selected as usual).
2. Check that the target may be contacted by a simple move within the unit’s move distance in its current formation and by making solely one wheel up to 45 degrees at the very start of the charge without contacting prohibiting terrain or other units. Also check if the charge can fulfil the first condition of a flank or rear charge by more than half of the charging unit starting its move in the target flank zone. #
3. Move the charging unit to contact but do not realign either unit from the point and angles of contact. As we are representing a general area of combat all that is necessary to initiate a close combat is that the units touch and the angles they are at are important to leave room for later charges, flank attacks and support therefore units to not automatically Line up. If the charging unit started its movement more than half in the target flank zone then check if the charge can fulfil the second condition of a flank or rear charge by ending its charge movement with more than half the unit still in the target flank or rear zone. #
4. The target unit now immediately takes any morale test it must take and then declares a Charge response or Flees if it has to. If a target unit was already Fleeing it automatically Flees again immediately losing a stand or dispersing. If the target was already Shaken and fails a morale test (see Part 4.3 for the units that must take morale tests when charged) then it also Flees immediately losing a stand.
5. Leave the units where they are until the shooting phase and then conduct any shooting by the target at the charging unit (at the moving rate if the target moved normally this turn prior to being charged). Test morale for charging units that failed to make all their saving rolls. If it fails a morale test caused by shooting the charging unit becomes Shaken or Flees immediately as normal. If it becomes Shaken it carries that state into the combat, if it Flees it loses a stand when it Flees if it did not already do so from the shooting and that particular close quarters combat does not take place. 
9. Again leave the units in place until the Close Combat Phase and then resolve the combats as set out in Part 8 in any order chosen by the player with the initiative and immediately thereafter carrying out the results of each combat as it is resolved.
# Will not count as a flank charge if the target has flank support to that flank.
6.3 Charge restrictions
A unit may only charge one enemy unit at a time but the unit need not be in view when the charge is declared as units are assumed to be aware of each other due to their skirmishers, field officers and scouts. Artillery may not charge nor may Infantry with firearms charge Cavalry. Warrior Infantry may charge Cavalry who may attempt to counter charge the Warriors but such a counter charge does not cause the Warriors to test morale for a Cavalry charge. Warrior Infantry must still test morale for charges declared on them by enemy Cavalry under the same circumstances as normal Infantry.

Cavalry may not charge units in towns but may charge the rear of field fortifications. Units in March Column may not charge unless over a bridge or defile specified in a friendly game.
The direction of a charge must be directly ahead of the unit on its current facing if possible. A charging unit may however wheel once at the start of its charge only to achieve contact with its target by the shortest route to contact and only using a by the minimum necessary wheel to miss other units or obstacles. Any initial wheel movement must be measured as part of the available charge distance and after the initial wheeling movement the balance of the charge must be directly ahead of the unit. 
Charging units are not realigned on contact and one point of contact is sufficient to bring the units into a close combat. The units are assumed to come together in any number of the ways real units responded to each other in history. Their alignment prior to the charge and angles of contact will be important to determine whether other units may also join the combats and to determine flank and rear support.
Any Flee move by the target is made directly away from the front of the charging unit at the end of its move or directly to the Fleeing unit’s own rear at the election of the owner. 
No more than two units may charge the same enemy unit and Cavalry and Infantry may not charge the same enemy unit in the same turn unless one of them is a flank or rear charge (Squares have no flanks so may only be charged by one type of unit). Units charged by more than one enemy must split their fire if they can but only make one charge response or morale test if charged by two units. See the example at the end of Part 8.5.
6.4 Desperate Charges
In order that player’s cannot predict with mathematical ability whether their units are in charge reach or not, any Unshaken Formed unit that wishes to charge may choose to make a Desperate Charge if its desired target is not quite within its normal movement distance (Loose Order units and Warriors already charge far enough!).
If the target is not quite in range but is within a further 2” for Infantry charging or 3” for Cavalry charging, and so long as your charging unit is not Shaken, it may voluntarily take a Command Test (plus 1 if an General Officer is attached and +1 if in command radius of the Army Commander) and if successful will add bonus charge distance of 2”/3”
This extra distance comes at a risk and if the Command Test is failed then the charging unit will immediately move its normal maximum move but will fall short of its target halting a minimum of 2” away from the enemy and immediately become Shaken! Such units that do not contact their target may not contact a different unit and do not cause the enemy to Flee or take morale tests and may not Charge On. They may still react as normal to later moving enemy but will not be able to shoot and if they fail a test to counter charge or for a flank or rear attack for example they will Flee.
Example of a desperate charge 
A Russian Lancer Cavalry unit in Attack Column formation has a juicy target unit of Shaken enemy foot slightly off directly to its front 13 inches away. The units move in Attack Column Line is 12” (which is 3 inches longer than its move in Line formation). As it will need a little movement to wheel the minimum necessary to touch its target with a straight ahead move it will be within the bonus 3” for a successful charge). The unit is second class but has the same command value as other Formed units and requires a 4+ to succeed. As the unit is in command radius of its Army Commander the unit will succeed on a roll of 3+. If it fails it will move to will make its move but halt 2” short of the target and will immediately become Shaken (only unshaken units may attempt desperate charges).
6.5 Charge responses
There are two voluntary and one involuntary charge responses. The voluntary responses are stand and shoot (or just stand if Cavalry) or Counter Charge if Cavalry or warrior Infantry. The involuntary response is to Flee if already Fleeing or if Shaken and failing a morale test caused by the charge.
A Target unit that is contacted must first and immediately take any morale test it must make (see Part 4.3) and apply the result immediately. Units that Flee in response to a charge do so immediately and lose a stand each time they do. 
  • Counter Charge – Cavalry and warriors my elect to counter charge if the enemy they wish to counter charge is not counting as a flank or rear charge. The counter charging unit must take the risk of testing its morale immediately. If it passes the morale test then it will also count as charging in the combat resolution later in the turn but the unit is not physically moved in any way as it is already contacted by the enemy. If they fail the morale test they immediately become Shaken and do not count as charging (or Flee immediately losing a stand if already Shaken). Units may counter-charge even if they have rallied from Fleeing or moved earlier this turn as the time scale of a given turn is elastic and we wish to reflect heroic recoveries! Warriors will still need to first test morale if charged by unshaken Formed enemy Cavalry and the circumstances in Part 4.3 apply before they take a further test if they wish to counter charge that Cavalry.
  • Stand and Shoot – if the target is eligible to shoot (armed with shooting weapons and has not made a complex move or charged already this turn) it may shoot any eligible stands at the charging unit in the shooting phase. In the shooting phase the charging unit will test morale and lose stands, become Shaken or Flee as normal but before the close combat is resolved.
If a Charging or Charging On unit is charged by a later moving enemy unit it still counts as charging if it is in contact with its target. 
Do any morale tests for being passed through by Fleeing friends immediately the Flee move is made. Target units whose Flee move will reduce them to one stand are removed before they interpenetrate friends.
6.5 Cavalry “Charging On” when their target Flees
If the target of a charging Cavalry unit Flees the Cavalry unit may Charge On if there is a target within 6” including wheeling distance at up to 45 degrees of the point and angle of contact with the original target. Only one Charge On move may be made and it is treated as a new charge with all morale tests and responses as normal*. The Charge On may be against the original target unit if it failed to Flee far enough and that Fleeing unit will immediately Flee again and lose another stand.
*Does the new Target get to Shoot (if it hasn’t already this Turn)?
Example of charging on
A British Cavalry unit charges a Shaken Line quality Russian Infantry unit. The Cavalry is moved to contact its target. The Russian then immediately takes a morale test because his unit is not in square or rough ground and does not have flank support to both flanks. Unluckily for the Russian player he rolls low and fails. As the unit is already Shaken it immediately Flees losing a stand. The unit has three stands left so the Flee move will reduce it to two stands and it will remain on the table (if it had only two stands it would have been reduced to a single stand and dispersed immediately). Its Flee move takes it through a nearby Artillery battery. As the Fleeing unit is of the same of higher morale quality as the battery the Russian must test the morale of the battery and again rolls low and the battery immediately becomes Shaken.
The battery is within a 6 inch move of the position of the British Cavalry (including a small wheel in this case) so the Cavalry Must charge on as British Cavalry have no choice and must do so if they can. In our example the battery is Shaken so the British player is not too unhappy as the canister fire will be less effective. The British Cavalry make a small wheel enough so that when they move directly forward they contact the battery. As the charge on move is a whole new charge the battery, which is also in the open and unsupported to both flanks must also test its morale. The Russian must have looked at a witch as his string of bad luck continues and the battery fails and immediately Flees losing a stand reducing it to a single stand and again avoiding a close combat. The single Artillery stand remains in play as Artillery units are not dispersed when reduced to a single stand. 
As only one charge on move is allowed per turn the British Cavalry remain at the position and facing when they touched the battery. The Cavalry is in good order and can attempt to counter charge enemy that charge it later in the turn. The Cavalry forced two units to Flee and lose a stand but failed to bring about a decisive close combat so do not earn an initiative roll bonus for the British player in the next turn’s initiative phase. 

PART 7 SHOOTING
7.1 Shooting overview
Stands may only shoot in the arc 45 degrees ahead or either side of their front facing (their Arc of Fire). Units only shoot once in a turn and unless charged by two enemy units only shoot at a single target (see target priority in Part 7.4).
Two attack dice are rolled for each eligible stand if they were stationary this turn or only one if the unit made a simple move in any way or if Loose Order made a complex move. One additional attack dice is rolled per stand if Artillery are shooting canister or shell. Units that made complex moves (except LO), charged, fled or rallied from Fleeing may not shoot. 
7.2 Summary of conducting shooting
  • Commencing with the player that has the initiative for the turn, pick a single enemy target unit that has not been shot at this turn.
  • Announce all friendly units that will shoot at that single enemy unit (they may not have shot already this turn) and check range and angle of fire for each shooting stand in all the units chosen to shoot at that single enemy target unit. The units announced must shoot only at that target and may not reselect after seeing the results of other unit attack dice rolls.
  • Roll the number of attack dice for the shooting units (depending on whether they moved or not this turn).  Use different coloured dice or keep Artillery rolls separate as they will usually have different saving throws (-1 to hits from Ball Shot or Canister but see terrain effects in Part 10.6) and if any canister hits are not saved the target will suffer a -1 to its morale test.
  • The base roll to hit for each attack dice is 4+ for all units.  A roll of 1 is always a miss no matter the modifiers. A roll of 6 is a double hit if the unit is not subject to negative modifiers.
  • The target unit makes a discipline saving roll for each hit requiring a 4+ to negate the hit (-1 for hits from Ball Shot or Canister but see terrain effects in Part 10.6).
  • If any hits are unsaved the target must take a morale test (-1 if any unsaved hit was caused by canister fire).
  • For every multiple of 3 hits (4 for a unit that is Strong) that remain unsaved remove a stand from the target unit. Where there are not enough unsaved hits occur to cause a stand to be removed they still cause an immediate morale test but are not carried over to the next phase or turn. 
  • If it the target unit fails a morale test caused by unsaved shooting hits it immediately becomes Shaken if it was in good order or Flees if already Shaken (losing a stand if it did not do so from the shooting) and causing morale tests to friends it passes through of equal or lower morale grade.
7.3 Eligibility to shoot, Line of Fire and shooting from dense terrain or squares 
Units that charged or made complex moves (except LO) do not shoot. Stands removed by prior shooting do not shoot. Cavalry may not shoot. Only the unit charged may shoot at units charging it. 
Only stands in a front rank and with an un-obstructed Line of Fire may shoot. Line of Fire is checked separately for each stand. A stand has Line of Fire if its target within 45 degrees of perpendicular to one of the front corners of each shooting stand and a clear straight line must be able to be drawn from both front corners to the target (those lines may cross if need be). A stand that is contacted by the enemy to its front may always shoot at that enemy.
Units in Square, wood or villages shoot with a maximum of two stands only but from any single given point on the perimeter regardless of where stands are placed. If charged by two enemy units a unit in square, woods or village must shoot one stand at each. 
There are no rules for enfilade on the basis that taking advantage of enfilade is essentially a matter of basic shooting quality in any event.
7.4 Target priority and prohibition on splitting fire
Target priority is to the enemy unit in arc of fire to the greatest number of the unit’s stands but if equal numbers of the unit’s stands can shoot at two different targets you must chose the closest. Stands that cannot draw a Line of fire to the priority unit may not fire this turn. 
The only time a units may split their fire is if they are charged by two units. Units charged by two enemy units must split their fire if they can but must only allocate the shooting of a single stand against any given enemy but if a stand is contacted by one enemy it may not shoot at the other.
The target of a charge may only shoot at units that charge it. 
Unless using canister ammunition or being charged, Artillery may always choose their target and may always choose which sort of ammunition they wish to fire (Ball, Canister or Shell). Artillery must still choose a target they can fire at with their greatest number of stands. If Artillery declare they are going to fire canister they follow the normal target priority. Artillery may elect to shoot at Loose Order units or at a Formed unit beyond them but when shooting through Loose Order units still suffer -1 to hit on all dice rolls.
7.5 Number of attack dice rolled when shooting
Each eligible stand rolls two dice if stationary, one if the unit moved in any way. Each Artillery stand rolls an additional dice at enemy it shoots canister or shell ammunition at. If canister is chosen the battery is subject to the normal target priority rules. 
7.6 Shooting modifiers and saving rolls
When rolling shooting attack dice modify the rolled numbers by:
  • Adding one for each of having a dense target (square or column) and shooting at cavalry;
  • Deducting one for each of being Shaken, having a Difficult Shot (but see also Terrain Effects in Part 10.6). 
Any Formed or Massed formation that has more than two ranks (or a square) is considered a Dense Target. Units in Loose Order are never a dense target.
7.7 Order of fire
There is no specific order to shooting. The side that has the initiative shoots all its units shooting at a single enemy unit and resolves the shooting, saves and consequent morale tests and immediately applies results to the target unit (and to any friends fled through who may Flee themselves if they are already Shaken and fail a morale test) followed by the other player choosing a target unit and alternating thereafter until all eligible units that want to have shot. A unit may only shoot at one enemy target unit per turn.
7.8 Hits, saves and stand losses
For each hit a target makes a discipline and resistance saving roll to ‘save’ the hits. 
All saving rolls are 4+ usually deducting 1 if for hits caused by Artillery Canister or Ball Shot ammunition (but see also Terrain Effects in Part 10.6). Shooting rolls of a natural 6 that are not subject to any penalty are two hits (thus units subject to a penalty such as being Shaken never get double hits even if they are also subject to a bonus such as having a dense target).

If the target unit fails to save 3 hits (4 hits if "Strong") it removes a stand for each multiple of failed saves it accumulates from that shooting. If the target fails to save any hits it must take a morale test. If it Flees as a result of failing its morale test it loses a stand if it has not already done so due to failed saving rolls. Accumulated hits that did not reach the required multiple are not carried over into subsequent phases as the target unit recovers its ranks. 

Hits on a unit that is already Fleeing may cause further stand losses if enough saves are failed but do not cause a further morale test or Flee move as the unit will already have lost one stand from Fleeing and may lose another if it fails to rally. 
If an already Shaken charging unit fails its morale test for unsaved shooting hits it immediately Flees and will not participate in the close combat phase. If a charging unit becomes Shaken it carries that state into the ensuing close quarters combat.
Example of shooting, target priority and Line of Fire

A Formed British Infantry unit has a nice dense target of a French Heavy Cavalry unit in column off to one side of its front. However only 3 of the 4 stands in the British unit can draw a Line of sight and fire to the French heavies within a 45 degree arc and within 6” range. Unfortunately for the British the French player has pushed a Shaken unit of Line quality Light Infantry in Loose Order up roughly parallel with his Heavy Cavalry and the stands in the British Infantry unit can All draw a Line of fire and sight to the Loose Order French Infantry. This makes the Light Infantry the priority target so the British player cannot take this chance to reduce a vital enemy unit.

The British unit is of Elite quality but as Elite quality gives a bonus to morale and close combat only the unit has the same chance to hit as Line quality Infantry being a 4+ on each dice rolled. The British player typically chose a ‘Professional’ army character giving +1 to Infantry shooting to hit rolls so each dice will ordinarily hit on a 3+. The Frenchman has negated this somewhat by thrusting forward a Loose Order target modifying with a -1 to hit modifier as a target. As there is a negative modifier rolls of a natural 6 that would normally be double hits will only be single hits.

The British Infantry were stationary this turn in case the French heavies charged them (otherwise they may have elected to charge the French Light Infantry almost certainly brushing them aside). Stationary stands roll two dice per stand so the British player rolls 8d6 which come up 1, 1, 2, 3, 4, 5, 6 and 6 for 4 hits in our example (against a normal target this would have been potentially devastating as the 3 would also hit with the British players Professional character and the 6s would be double hits for a total of 7 Hits on a normal target!). 

The Frenchman now makes 4 saving rolls requiring a 4+ on a d6 but only manages one save leaving three hits. Three hits are equal to the strength of the stands in the French light Infantry unit so the French player selects one stand to remove. As one or more saves were failed the target unit must immediately test morale needing a 4+ (being Shaken does not affect your basic morale score). The Frenchman rolls a 3 failing the test and as the unit is already Shaken it must now immediately Flee 2d6” either away from the front of the British unit or directly to its own rear. Another stand is Not removed for the Flee move because in this case a stand was already lost from the shooting that caused the morale test.


7.9 Visibility and overhead shooting
Stands must be able to see their target through a gap their own base width. Visibility is to the edge of an occupied Village or Wood and as occupants are assumed to be throughout the area they may always be shot at wherever the stands are placed. Visibility is not blocked by General Officer stands which may also not be targeted (unsporting!). 
Only Artillery may shoot over the heads of other troops and only if they are on a different elevation to their target and with Ball shot or Shell.
If the Artillery unit is on higher ground than its target then the closest point of any intervening troops must be at least 2” from the Artillery unit and closer to the Artillery battery than the closest point of the intervening unit is to the target. 
If the Artillery unit is on lower ground than its target the intervening troops must be closer to the target unit than to the battery but not within 2” of the target. 
Close combat connects intervening units and this may mean that when units close up or become engaged the density of intervening units will mean the Artillery become unsighted as all intervening units including those joined for close quarters combat may count as blocking the Line of fire. 
7.10 Artillery Ammunition
Artillery batteries are always equipped with Canister and Ball Shot ammunition. They may sometimes be additionally equipped with Shell or as Howitzers if allowed by their army list and the required special asset is selected. Artillery units may always choose the type of ammunition they will shoot at a given target but remain subject to the target priority rules. Artillery that is stationary shoots with two dice per stand. If they move only by Bricole (ropes and levers see part 5.5) up to 2” they may still shoot with one dice per stand. Complex moves including entering the table unlimbered and Prolongs (see Part 5.5) prevent any shooting as usual.
  • Ball shot (Ball) causes a -1 to enemy saves and it’s to hit rolls are not affected when shooting at woods (enemy in dense terrain still receive a countering +1 to their saving throws).
  • Canister adds one dice per stand (stationary or moving) and if one stand is in canister range all stands are. Canister causes -1 to enemy saves and -1 to morale tests if the target failed to save any hits (enemy in dense terrain still receive a countering +1 to their saving throws).
  • Spherical Shell adds one dice per stand (stationary or moving). Shell has similar effects and penalties to small arms (Shell does Not cause -1 to enemy saves and Is subject to -1 to hit enemy in cover).
The type of woods villages and fieldworks we represent are not the major obstacles that were the focus of some large battles. For such larger structures in scenario play, all occupants of the designated terrain should add a further +1 to all saving rolls.
7.11 Howitzers
Howitzers are a special asset upgrade to an Artillery battery as a whole. The Howitzer upgrade represents the ability to shoot over the horizon with grazing fire as well as the morale effect of Artillery on troops that cannot see their enemy. The upgrade allows a battery to shoot at any enemy unit not in close combat that is in range and arc of fire without the need for a Line of sight. The battery will only hit on rolls of a natural 6 which will be double hits whether the target is in dense terrain or not. The number of attack dice that are rolled by the battery when shooting in this way are calculated as normal. Hits from Howitzer fire are saved with a -1 modifier.
PART 8 CLOSE QUARTERS COMBAT
8.1 Close combat overview
In this period melees were seldom prolonged and were rather a test of wills. Combats can be very decisive without being bloody to the victors if the enemy breaks and runs before crossing blades. The complete destruction of a unit represents its loss of cohesion and battlefield effectiveness on the day and not actual losses. Wider units are assumed to bring flank pressure to bear whilst columns have the moral support of their ranks. The “Column v Line” debate largely turned on morale, deployment, skill and determination of the units involved not a particular doctrinal advantage.
8.2 Order of resolving close combat and splitting multiple unit combats
Combat is resolved in an order chosen by the player with the initiative. Combat outcomes are applied immediately so may affect other units yet to fight. 
Where units are linked by a chain of contacted units the player with the initiative makes as few separations (moving the units apart enough to show separation) so that no more than two units are fighting one. The split must ensure that units are in contact with at least one unit they charged or were charged by. For example a linked group of 4 units would be split into two combats each with one unit on each side participating. A chain of five units, 3 from one side and two from the other, would be split into two combats one with two units against one and the other with one unit on each side  
8.3 Method of resolving combats and two units versus one
Close quarters combat is resolved by each side rolling 1d6 for each unit on its side involved and adding or deducting the modifiers for each of their units separately as set out in Part 8.4 below. If two units are fighting one then the two units therefore have two chances to win.
You may find it easiest to add your dice roll and basic combat value then all positive factors followed by negative factors for each unit before rolling the dice. If the single unit has different factors against different opponents it will have separate totals to compare with those enemies but based on its single dice roll. 
The unit with the highest score wins the combat for its side. The difference it won by against its highest opponent total is the winning margin combat result and is separately applied to each losing unit. 
  • Losing units that lost by a margin equal to their stand strength (normal 3, Strong 4) lose a stand and Flee the total in inches rolled on 2d6” (Infantry and Foot Artillery) / 3d6” (Cavalry and Horse Artillery). If they lost by a Large margin then they may lose additional stands if the difference is a sufficient multiple of their stand strength.
  • Losing units that lost by a margin less than their stand strength Retire facing the enemy and become Shaken without losing any stands unless they were already Shaken in which case they lose a single stand and also Flee. A Retire move is the total in inches rolled on 2d6” (Infantry and Foot Artillery) / 3d6” (Cavalry and Horse Artillery) but facing or turning to face the enemy.
  • Drawn combats cause all involved units to become Shaken (and Flee if they already were Shaken) and are recalculated and re-rolled without charging bonuses. 
Friends must immediately test morale for units of equal or higher morale that Flee through them or for Guards that Flee within 12”, if they Flee or are Shaken they will carry that effect into their Combat if it has not yet been resolved.
Artillery that is defeated in combat by any margin is eliminated without Fleeing through friends to their rear. This is not what it says in 5.3 when it is possible for losing Art to Retire... UNLESS it refers only to 2 enemy vs 1 Art?
Units that Retire from a close combat may turn to face their enemy if they were contacted in the flank or rear.
Halving and Doubling the combat score difference
Except in rough ground or if the winning Cavalry is also fighting other Cavalry, double the winning margin if the winning unit is Cavalry and is fighting solely Infantry or Artillery opponents. Doubling is done before checking to see if stands will be removed. 

Examples involving multiple unit combat
If an Infantry unit charges an opposing Infantry unit but is later charged by enemy Cavalry it cannot count as charging in its comparison with the Cavalry so will effectively have two different combat totals. (Note the unit may have had to test morale when charged by the Cavalry as a cause of morale test as set out in Part 4.3). If the unit was warriors it could take a further test to count as counter charging the Cavalry but risks failing and becoming Shaken or Fleeing. 
A Heavy Cavalry unit in Line formation has charged a Cavalry opponent in column of attack formation to its front and is later charged by an enemy Cavalry unit counting as a flank attack. Assuming the Heavy Cavalry does not fail its morale test for being charged in the flank the Heavy Cavalry bonuses are +3 for charging, +1 for being Heavy Cavalry but -2 for being in disadvantageous circumstances (being charged in the flank) for a net modifier of +2 (the scores will change if there is a draw and player’s roll again as charging bonuses will not count). (Note the Heavy Cavalry unit does not gain the bonus for Cavalry in Line formation versus Cavalry in column formation because the bonus does not apply if the unit is engaged with two opponents).
8.4 Close combat modifiers
To the roll of a single d6 per unit plus close combat quality (usually 2nd Class 3, Line 4 and Elite 5) and add and deduct:
INFANTRY
CAVALRY
ARTILLERY
Charging (except against dense terrain) +2 @
Charging or counter charging except if an enemy square is involved in the combat or the combat is in rough ground +3 @

Square fighting Cavalry +4 or against warriors or Infantry in Loose Order +3
Lancer charging or counter charging +1 including against a square, Lancer stationary or in 2nd round of combat -1

Each flank supported +1
Heavy Cavalry +1
Each flank supported +1
Rear support by unshaken Formed Infantry +1
Rear support by unshaken Cavalry +1 (Loose Order only give support to Loose Order)
Rear support by Unshaken friends +1
Uphill +1
Uphill +1
Uphill +1
Defending Village of Fieldwork +2, defending Wood +1
Cavalry in Line formation against single Cavalry unit in column to their front +1
Defending Fieldwork +2
Formed Infantry v square +1


Each stand lost -1
Each stand lost -1
Each stand lost -1
Shaken -2 
Shaken -2
Shaken -2
Loose Order v Formed or Artillery unless either is in rough or dense terrain -2
Loose Order v Formed or artillery unless either is in rough terrain -2

Enemy counting as a flank attack -2 #
Enemy counting as a flank attack -2 #
Enemy counting as a flank attack -2 #
Unit in march Column -2
Unit in march Column -2
Limbered -2
@ Cavalry do not gain the charging bonus against a square or target in rough ground.
@ Infantry do not gain the charging bonus against woods, villages and fieldworks.
# Unless the target has flank support to that flank.
8.5 After combat 
There is no pursuit as this will be governed by whether a player has the initiative next turn and causing more enemy to Flee in close combat gives +2 to the initiative roll next turn. Cavalry victors will hopefully get the opportunity to rally and charge again if their army has the initiative next turn but the player that holds the last reserve will usually have the advantage.  
If a unit or units charged a dense terrain feature and were victorious one of the victors musty immediately occupy that terrain. Friends that have units of equal or higher quality Flee through them must take an immediate morale test and all units within 12” of a Guard unit that Flees must test morale. 
Action phase and close quarters combat example
The French player has the initiative and must first select a unit in command of one of his General Officers. He selects a Line quality Fusilier Formed Infantry unit in Attack Column formation within 3” (command radius) of his Infantry Brigadier to act first. The Fusiliers are not Shaken so do not take a rally test before proceeding to move (they could still charge if they were Shaken and failed to rally but it would be more risky). The Fusiliers move straight ahead contacting the end stand of a unit of Austrian Musketeers 8” away within their normal 9” movement distance in Attack Column formation. Their target is a Formed Infantry unit of Line quality in Line formation and also unshaken. The Musketeer unit is pre empted and will not have a move or rally opportunity this turn (and if they were Shaken would later shoot and fight at a disadvantage).
Play now switches to the Austrian Player who happens to have a unshaken Formed Hussar Cavalry unit in command of his Army Commander (within the commander’s 6” command radius) but not quite close enough to charge the French Fusiliers (it is in Attack Column and is 13” away and would need to wheel for an inch to bring the Fusiliers directly to its front and is therefore 2” outside the maximum normal move of Cavalry in Attack Column formation). The Austrian is feeling confident and has not yet used any of the 3 fortune re rolls held by his Army Commander and elects to declare a desperate charge which will grant the charging Cavalry an additional 3” to its normal move (only 2” is added for Infantry units). The Austrian player will take a command test for the Hussars who are a Line quality unit with leadership of 4+ (meaning they normally need to roll a 4 or above on a six sided dice to be successful). As the unit is within the 6” command radius of his Army Commander he adds 1 to the number rolled (so effectively he needs to roll a 3 or higher). Desperate charges are risky and if he is unsuccessful the Hussars will wheel the 1” needed to bring the target to bear and move the balance of their normal move towards the Fusiliers stopping 2” short and becoming Shaken as a result of failing the leadership test for a desperate charge. He rolls a 2 and fails but seeing his Hussars would be in a vulnerable position in front of enemy Infantry supporting the Fusiliers (a morale test failure resulting from unsaved shooting hits would see the Hussars automatically Flee and lose a stand if they hadn’t from the shooting) he elects to use a fortune re roll from his Army Commander’s pool. This time he rolls a 3 and with the bonus for being in his command radius scrapes through a pass! The Hussars wheel the 1” they need to bring the Fusiliers directly to their front and move the remaining 13” to contact with and inch movement to spare.
At this time the Fusiliers have a vacant wood within 2” of their other flank but as they were the first unit chosen to act on the French side they are somewhat out on a limb with one flank is un-supported at this time even though the French player has nearby units that will move up into a position of flank support if they get a chance. The Fusiliers must therefore pass an immediate morale test or become shake (if they were already Shaken they would Flee and the hussars could charge on another 6” form the point of contact). The Frenchman’s luck is good and he rolls a 5 being one above the morale test result required for Line quality units (4+). The French Fusiliers, Austrian Musketeers and Austrian Hussars are locked in combat and play continues back to the French Player.
The French player selects a nearby unshaken Formed Infantry unit that is in command and advances it to a position that will provide flank support to the Fusiliers (as the Fusiliers are already in combat the new French Infantry unit may break the normal prohibition on approaching with 2” of the Austrian Hussars by the minimum necessary to provide flank support). He cannot use it to charge the Hussars as only warrior Infantry may charge enemy Cavalry. We will now leave the alternating action phase there as the players finish selecting their units to act firstly those in command, then those out of command (for whom leadership tests will need to be passed) then units off table that want to enter first by flank march and finally from reserve. 
We now move to the shooting phase. The French player has the initiative so must first select an enemy target unit to shoot at and announce all French units that will shoot at the target and resolve their fire. It will have to be a target somewhere else on the board as both the French units we have referred to above cannot shoot. The charging unit may not shoot because charging units are barred from doing so. The supporting French Infantry unit cannot shoot at the Hussars because they are in combat (support shooting is a complexity not included in the hurly burly of our game) and because they have no other target within range. 
The Austrian on the other hand may select the Musketeers to shoot at the Fusiliers (the only target they are allowed because they are in close combat with that unit). Because of the way the units ended up aligned the Musketeers can only bring 3 stands to bear. The fourth Musketeer stand at the other end of its Line formation does not have any part of the Fusiliers within 45 degrees of a Line drawn perpendicular to its front so cannot shoot at the Fusiliers (and because units in combat may only shoot at the unit they are engaged with the fourth stand will not shoot at all this turn).
The Musketeers have not moved this turn so will roll 2 attack dice per eligible stand for a total of 6 shooting attack dice. For a successful hit a shooting unit of Line quality would normally need to roll 4+ on each dice but because the Fusiliers are in Attack Column formation they are a dense target +1 so the Musketeers will hit on each roll of 3 or more. The Austrian rolls 1, 1, 2, 3, 4 and 6. The Musketeers have no negative modifiers against them so the 6 is a double hit and the rolls of 3 and 4 are also hits for a total of 4 hits on the Fusiliers who immediately make 4 saving rolls. Saving rolls are a standard 4+ (only suffering a -1 to the dice rolls if the hits were caused by Artillery Ball Shot or Canister ammunition). The Frenchman rolls 1, 2 4, and 6 for two saves leaving two hits unsaved. Three unsaved hits are required to remove a stand in a normal sized unit (if the unit had been Large it would need 4 hits per stand) but despite not losing a stand the Frenchman must now pass a Morale test for failing to save shooting hits. The Frenchman is very lucky this turn and rolls a 4 passing the morale test. 
Having tested their wills in charge threat and fire combat the engaged units are left in place until all shooting in the shooting phases is completed by the players alternately selecting a new target elsewhere on the table and shooting at it with units that can and that have not fired yet this turn and so on until both sides have shot all units they can. It will then be the close combat phase and the French player will select the first combat to resolve (he has the initiative this turn). 
Each unit in the above combat will roll a single six sided dice and add to that dice roll its combat quality (they are all 4 being Line quality units) and any bonuses or negatives from the combat modifiers table. As the French unit is fighting two enemy units the Austrians have two chances to beat it.
If we assume the owning player rolls a 4 for each unit in the combat the scores would be:
Fusiliers roll of 4, + combat quality of 4, +2 for charging, +1 for flank support provided by the empty wood on one flank (a wood or village takes a turn for an enemy to occupy so may count as support) and a further +1 for the flank support provided in the combat phase by the later moving friendly Infantry unit we noted above. Its total is therefore a rather high 12 but as it may not count as charging against enemy Cavalry it will compare a lower total score of 10 to the total achieved by the Hussars.
Musketeers roll of 4, + combat quality of 4, +1 for flank support provided by the empty wood on one flank (the same wood counted by the Fusiliers as it is empty) and a further +1 for the flank support provided in the combat phase by the Hussars for a total of 10. The Fusiliers have defeated the Musketeers but the difference is only 2 and not enough to Rout the musketeers by making them lose a stand. Ordinarily the Musketeers would Retire facing the enemy 2d6” immediately becoming Shaken (or Fleeing losing a stand if they were already Shaken when the combat started) but in this case the Hussars have hopefully charged to their rescue.
Hussars roll of 4, + combat quality of 4, +3 for charging for a total of 11 (Cavalry do not get flank support and only count rear support if any). The Hussars have defeated the Fusiliers by a margin of 1! 
As the Fusiliers have not won both combats they lose the combat as a whole. The Musketeers are not on the losing side so suffer no ill effects and do Not have to retire and become Shaken. As the Highest total on the Austrian side was that of a Cavalry unit the winning margin against their Fusilier Infantry opponents is doubled. In this case to 2 and still not enough for the Fusiliers to be routed and lose a stand so the Fusiliers immediately become Shaken and retire along a Line directly to their rear or directly away from the front of the Hussars 2d6”. As the combat did not end in a rout for the losers the Austrians will not gain the +2 bonus to their initiative roll next turn so cannot guarantee they will go first and select the Hussars to charge again at the Shaken Fusiliers before they have a chance to Rally.
In the above example the Fusiliers survived. Had they failed one of the morale tests they had to take (for unsaved shooting hits and being charged by the Hussars without flank support to both flanks) they would have become Shaken and suffered a -2 penalty in the combat. The hussars would have won by a margin of 3 doubled to 6 and the Fusiliers would have been routed with the loss of two stands. The Austrian would also have gained +2 in the next initiative phase as he would have routed or destroyed more enemy units in combat than the Frenchman.
SEE BELOW FOR FULL ACCOUNT

Action phase and close quarters combat example
The French player has the initiative and must first select a unit in command of one of his General Officers. He selects a Line quality Fusilier Formed Infantry unit in Attack Column formation within 3” (command radius) of his Infantry Brigadier to act first. The Fusiliers are not Shaken so do not take a rally test before proceeding to move (they could still charge if they were Shaken and failed to rally but it would be more risky). The Fusiliers move straight ahead contacting the end stand of a unit of Austrian Musketeers 8” away within their normal 9” movement distance in Attack Column formation. Their target is a Formed Infantry unit of Line quality in Line formation and also unshaken. The Musketeer unit is pre empted and will not have a move or rally opportunity this turn (and if they were Shaken would later shoot and fight at a disadvantage).
Play now switches to the Austrian Player who happens to have a unshaken Formed Hussar Cavalry unit in command of his Army Commander (within the commander’s 6” command radius) but not quite close enough to charge the French Fusiliers (it is in Attack Column and is 13” away and would need to wheel for an inch to bring the Fusiliers directly to its front and is therefore 2” outside the maximum normal move of Cavalry in Attack Column formation). The Austrian is feeling confident and has not yet used any of the 3 fortune re rolls held by his Army Commander and elects to declare a desperate charge which will grant the charging Cavalry an additional 3” to its normal move (only 2” is added for Infantry units). The Austrian player will take a command test for the Hussars who are a Line quality unit with leadership of 4+ (meaning they normally need to roll a 4 or above on a six sided dice to be successful). As the unit is within the 6” command radius of his Army Commander he adds 1 to the number rolled (so effectively he needs to roll a 3 or higher). Desperate charges are risky and if he is unsuccessful the Hussars will wheel the 1” needed to bring the target to bear and move the balance of their normal move towards the Fusiliers stopping 2” short and becoming Shaken as a result of failing the leadership test for a desperate charge. He rolls a 2 and fails but seeing his Hussars would be in a vulnerable position in front of enemy Infantry supporting the Fusiliers (a morale test failure resulting from unsaved shooting hits would see the Hussars automatically Flee and lose a stand if they hadn’t from the shooting) he elects to use a fortune re roll from his Army Commander’s pool. This time he rolls a 3 and with the bonus for being in his command radius scrapes through a pass! The Hussars wheel the 1” they need to bring the Fusiliers directly to their front and move the remaining 13” to contact with and inch movement to spare.
At this time the Fusiliers have a vacant wood within 2” of their other flank but as they were the first unit chosen to act on the French side they are somewhat out on a limb with one flank is un-supported at this time even though the French player has nearby units that will move up into a position of flank support if they get a chance. The Fusiliers must therefore pass an immediate morale test or become shake (if they were already Shaken they would Flee and the hussars could charge on another 6” form the point of contact). The Frenchman’s luck is good and he rolls a 5 being one above the morale test result required for Line quality units (4+). The French Fusiliers, Austrian Musketeers and Austrian Hussars are locked in combat and play continues back to the French Player.
The French player selects a nearby unshaken Formed Infantry unit that is in command and advances it to a position that will provide flank support to the Fusiliers (as the Fusiliers are already in combat the new French Infantry unit may break the normal prohibition on approaching with 2” of the Austrian Hussars by the minimum necessary to provide flank support). He cannot use it to charge the Hussars as only warrior Infantry may charge enemy Cavalry. We will now leave the alternating action phase there as the players finish selecting their units to act firstly those in command, then those out of command (for whom leadership tests will need to be passed) then units off table that want to enter first by flank march and finally from reserve. 
We now move to the shooting phase. The French player has the initiative so must first select an enemy target unit to shoot at and announce all French units that will shoot at the target and resolve their fire. It will have to be a target somewhere else on the board as both the French units we have referred to above cannot shoot. The charging unit may not shoot because charging units are barred from doing so. The supporting French Infantry unit cannot shoot at the Hussars because they are in combat (support shooting is a complexity not included in the hurly burly of our game) and because they have no other target within range. 
The Austrian on the other hand may select the Musketeers to shoot at the Fusiliers (the only target they are allowed because they are in close combat with that unit). Because of the way the units ended up aligned the Musketeers can only bring 3 stands to bear. The fourth Musketeer stand at the other end of its Line formation does not have any part of the Fusiliers within 45 degrees of a Line drawn perpendicular to its front so cannot shoot at the Fusiliers (and because units in combat may only shoot at the unit they are engaged with the fourth stand will not shoot at all this turn).
The Musketeers have not moved this turn so will roll 2 attack dice per eligible stand for a total of 6 shooting attack dice. For a successful hit a shooting unit of Line quality would normally need to roll 4+ on each dice but because the Fusiliers are in Attack Column formation they are a dense target +1 so the Musketeers will hit on each roll of 3 or more. The Austrian rolls 1, 1, 2, 3, 4 and 6. The Musketeers have no negative modifiers against them so the 6 is a double hit and the rolls of 3 and 4 are also hits for a total of 4 hits on the Fusiliers who immediately make 4 saving rolls. Saving rolls are a standard 4+ (only suffering a -1 to the dice rolls if the hits were caused by Artillery Ball Shot or Canister ammunition). The Frenchman rolls 1, 2 4, and 6 for two saves leaving two hits unsaved. Three unsaved hits are required to remove a stand in a normal sized unit (if the unit had been Large it would need 4 hits per stand) but despite not losing a stand the Frenchman must now pass a Morale test for failing to save shooting hits. The Frenchman is very lucky this turn and rolls a 4 passing the morale test. 
Having tested their wills in charge threat and fire combat the engaged units are left in place until all shooting in the shooting phases is completed by the players alternately selecting a new target elsewhere on the table and shooting at it with units that can and that have not fired yet this turn and so on until both sides have shot all units they can. It will then be the close combat phase and the French player will select the first combat to resolve (he has the initiative this turn). 
Each unit in the above combat will roll a single six sided dice and add to that dice roll its combat quality (they are all 4 being Line quality units) and any bonuses or negatives from the combat modifiers table. As the French unit is fighting two enemy units the Austrians have two chances to beat it.
If we assume the owning player rolls a 4 for each unit in the combat the scores would be:
Fusiliers roll of 4, + combat quality of 4, +2 for charging, +1 for flank support provided by the empty wood on one flank (a wood or village takes a turn for an enemy to occupy so may count as support) and a further +1 for the flank support provided in the combat phase by the later moving friendly Infantry unit we noted above. Its total is therefore a rather high 12 but as it may not count as charging against enemy Cavalry it will compare a lower total score of 10 to the total achieved by the Hussars.
Musketeers roll of 4, + combat quality of 4, +1 for flank support provided by the empty wood on one flank (the same wood counted by the Fusiliers as it is empty) and a further +1 for the flank support provided in the combat phase by the Hussars for a total of 10. The Fusiliers have defeated the Musketeers but the difference is only 2 and not enough to Rout the musketeers by making them lose a stand. Ordinarily the Musketeers would Retire facing the enemy 2d6” immediately becoming Shaken (or Fleeing losing a stand if they were already Shaken when the combat started) but in this case the Hussars have hopefully charged to their rescue.
Hussars roll of 4, + combat quality of 4, +3 for charging for a total of 11 (Cavalry do not get flank support and only count rear support if any). The Hussars have defeated the Fusiliers by a margin of 1! 
As the Fusiliers have not won both combats they lose the combat as a whole. The Musketeers are not on the losing side so suffer no ill effects and do Not have to retire and become Shaken. As the Highest total on the Austrian side was that of a Cavalry unit the winning margin against their Fusilier Infantry opponents is doubled. In this case to 2 and still not enough for the Fusiliers to be routed and lose a stand so the Fusiliers immediately become Shaken and retire along a Line directly to their rear or directly away from the front of the Hussars 2d6”. As the combat did not end in a rout for the losers the Austrians will not gain the +2 bonus to their initiative roll next turn so cannot guarantee they will go first and select the Hussars to charge again at the Shaken Fusiliers before they have a chance to Rally.
In the above example the Fusiliers survived. Had they failed one of the morale tests they had to take (for unsaved shooting hits and being charged by the Hussars without flank support to both flanks) they would have become Shaken and suffered a -2 penalty in the combat. The hussars would have won by a margin of 3 doubled to 6 and the Fusiliers would have been routed with the loss of two stands. The Austrian would also have gained +2 in the next initiative phase as he would have routed or destroyed more enemy units in combat than the Frenchman.
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PART 9 SKIRMISHING, LOOSE ORDER AND WARRIOR UNITS
9.1 Representation of Skirmisher companies, brigade skirmish lines and specialist battalions
Unit quality affects all aspects of battlefield performance and in these rules the notional shooting effect of skirmisher companies operating close to a parent unit is included within the firing quality of that unit. Only Large bodies of specialist troops that routinely adopted skirmish formation (including a brigade skirmish line Formed of light companies from several units) and units of especially highly trained Light troops are therefore to be a treated as being able to effectively deploy in a different formation to the usual European close order drilled troops. Use of the term “skirmishing” in war game terms does not change the reality that what is represented is 600 odd men organised in shoulder to shoulder Formed support companies with tiers of companies, platoons and files reaching to the actual battle front skirmish line. Such formations are almost as difficult to manoeuvre on the battlefield as solely close order formations. To distinguish the brigade level skirmish lines and exceptional skirmish units in game terms special formation movement and combat rules apply to units in Loose Order formations.
9.2 Loose Order units and Irregular unit restrictions
The following rules shall apply to units that are permanently in Loose Order and to those units that may voluntarily change from a Formed close order formation to Loose Order. In these rules such special capacity is reserved to European troops designated and paid for as Light Infantry.
Units that may be in Loose Order are ideally based on a base size up to one size Larger than their respective Formed counterparts, that is, a 50mm square for Infantry and a 60 mm square for Cavalry. They form the same formations and are generally subject to the same rules as the equivalent Formed unit. 
Players with Loose Order units based on round or other shaped bases may like to use a sabot base for especially serious competitive play or may simply imagine the area occupied by the Loose Order unit and move it accordingly. Players may also chose to separate normal stands by a small gap to show a unit is in Loose Order.
  • Units classified as ‘Light Infantry’ can use a complex move to change from close order formation to Loose Order formation or from Loose Order formation to close order becoming Formed.
  • Units in Loose Order have facing and flanks just like any other units.
  • Simple moves (which include charges) by units in Loose Order are 3” longer than their respective Formed unit move.
  • Units in Loose Order may shoot when they make a complex move using the same number of shooting dice as when a normal unit makes a simple move. As an exception, a Light Infantry unit that uses a complex move to change from being Loose Order to becoming Formed may not shoot (for clarity it can shoot in a move in which is changes from being formed to Loose Order).
  • Loose Order and Light Infantry units are +1 Leadership when attempting complex moves (for example entering villages or woods) or to move when out of command but not for other purposes such as desperate charges.
  • Units in Loose Order do not provide or receive flank support.
  • Units in Loose Order do not provide rear support by may receive rear support from Formed units.
  • Artillery firing ball shot may shoot through a unit in Loose Order but will still suffer the -1 penalty to their shooting attack dice rolls (they therefore do not gain double hits for rolls of a natural 6).
  • Units in Loose Order are never a dense target.
9.4 Warrior Infantry
These units are described in these rules as Massed and are considered neither Formed nor unformed.  Warrior units may only form Attack Column or march column. Warriors only receive rear and not flank support. 
Warriors have no effective shooting capacity in F&G but are allowed to charge enemy Cavalry and may counter charge enemy Infantry or Cavalry with the usual morale test to counter charge and results as if they were a Cavalry unit (see Part 6.5). 
Enemy Cavalry may attempt to counter charge charging Warriors but if successful a Cavalry counter charge does not cause the Warriors to test morale for a Cavalry charge. Warrior Infantry must still test morale for normal charges declared on them by unshaken enemy Cavalry.
“Native” units armed primarily with firearms will usually be permanent Loose Order units not Massed. However, players that wish to reflect more equally mixed armament for warriors may pay 10 points and gain one shooting dice per stand when stationary. Warrior units may always be strong but this upgrade must be applied to all warrior units in the army.
PART 10 TERRAIN REPRESENTATION AND EFFECTS
10.1 Terrain overview

Terrain features are the parts of a battlefield we model for game play. Roads, small hedges and fences, small streams or gullies etc are all assumed to be present on the battlefield and if modelled should be moved or ignored to allow normal placement of units and game play. Ability to take advantage of or be affected by such minor terrain features terrain is governed by the unit’s relative quality and abilities modelled into the troop types and classes. This removes the complexity of rules for such minor features that can slow down play. 

The only significant features affecting play are rough ground, hills, villages (covering all different types of smaller built up areas) and woods (modelled with or without hedges and fences etc). The quality of a unit will determine how well it deals with most battlefield circumstances so unit profiles are not generally modified for terrain and there is no concept of ‘disorder’ cause by terrain but different units will perform differently in rough and dense terrain.

Some rules in relation to water features are provided to account for the need to represent them when playing an historical scenario or in a larger game.
A table of terrain effects on shooting, combat and movement appears in 10.6 and on Play Sheet 2.
10.2 Representation and types of terrain
Terrain pieces will often be a focus of a battle and are represented by placing a roughly rectangular shape 5”-7” per side Large enough to accommodate a small model building or trees and a single Infantry unit. Larger towns and complexes should be represented by two or more built up areas but should not be used in competitive games. 
There are two types of terrain pieces being:
  1. Dense terrain pieces of Villages, Woods or Fieldworks. These types of terrain are occupied as a whole by a single given unit at a time with stands placed in any arrangement. 
  2. Rough Ground and Hills which units move over and occupy in their usual formations and with usual facing restrictions on visibility for shooting.
10.3 Dense Terrain (Villages, Woods and Fieldworks)

Together Woods Villages and Fieldworks are Dense Terrain. Dense terrain features are not moved over incrementally and are occupied as a whole by a single unit at a time or are wholly unoccupied. Units are never partly in and out of dense terrain. Only one unit may occupy a dense terrain feature at a time. Units may not voluntarily pass from one side of a dense terrain feature to another in a single turn and must end a normal move over that terrain feature by occupying it. Cavalry may not enter any dense terrain but may charge fieldwork from its rear. Artillery may only enter Fieldworks.

The stands in a unit occupying dense terrain are placed anywhere aesthetically pleasing in the area and their placement and facing has no effect on their performance as such units are neither Formed or unformed, have no flanks and rear and may draw a Line of sight from any point on the perimeter of the dense terrain. 


10.4 Entering and leaving dense terrain areas 

Except when charging an enemy in occupation of a dense terrain feature, all units will always need a complex move to enter or leave a dense terrain feature. Units in Loose Order and Light Infantry units add their normal bonus to the command test. Complex move restrictions on shooting apply to moves entering dense terrain so normal Formed Infantry may not shoot on the turn they do so and Loose Order and light Infantry shoot as moving. 

No unit may charge when leaving a dense terrain feature. Light Infantry that leave by a complex move ending in a Formed formation cannot shoot as normal.

Only Infantry and Artillery may enter Fieldworks. Only Infantry may enter villages and woods. When placed on table during game set up units may be deployed in dense terrain they are allowed to enter. 

When a unit wishes to enter an unoccupied dense terrain feature during the game it must be able to move at least one complete stand wholly within the boundary of the feature using its complex move distance. If one stand can enter in this manner then the balance of the unit may and is spread out in the feature to show it is occupying the whole area. 

When a unit voluntarily leaves a dense terrain feature it must do so by placing all stands of the unit wholly within 6” of and edge of the feature in a legal formation and at least 2” from enemy units (enemy General Officer stands may be ‘bumped” to create this space).

When moving into an unoccupied dense terrain feature units may come within 2” of enemy units already close to the terrain feature. When or if that enemy actually moves thereafter it must end its move more than 2” away from the terrain feature unless it is charging. 
10.5 Shooting and fighting from dense terrain

Units may shoot half their stands rounded up from any single point on perimeter of the terrain feature. Their target priority is the enemy closest to the feature. 

When in, or attacking enemy in, dense terrain in close combat units count as neither Formed not unformed so Formed units will not gain a combat advantage over Loose Order units and because they are harder to hit units in Loose Order will be useful in attacking defended dense terrain.
Field Works are treated as an area occupation terrain piece but defensible only to the front and sides. They should have a rectangular table footprint Large enough to be occupied by a Large Artillery battery with a clearly distinguished front, sides and rear. Like villages and woods when an Infantry unit occupies fieldworks only two stands may shoot from any point on the perimeter as muskets are assumed to be moved to vantage points but not capable of being effectively deployed in all directions. When Artillery occupy fieldworks they may shoot the full battery to the front in the usual manner and with the arc of fire as if they are deployed in open ground but may also alternately shoot one Artillery stand from the sides of the fieldwork (none to the rear).
Cavalry may charge the rear of Fieldworks. Units in fieldworks have no flanks so do not suffer the relevant negative combat modifier or take a morale test when charged from the rear of the fieldworks unless already Shaken but also do not gain the defensive benefit of the fieldworks. They do count as being in rough ground for the purposes of being charged by Cavalry.

10.6 Rough Ground, Hills and other features

Units may be partly in rough ground and unless they are in Loose Order suffer the movement penalty of doubling any distance moved using a simple move whilst any part of any stand is in the rough ground. A unit charged will count as being in rough ground if half of the unit and half of the stand contacted are inside the boundary of the area of rough ground. A Charging unit will count as being in rough ground if half the area occupied by the unit is in the rough terrain.

All units in Loose Order and Warriors may move over rough ground without penalty.

All Hills should have their crest Lines defined when laid during game set up. Units that are more than 1” on the far side of a crest Line are not eligible targets for Shooting. To gain the +1 combat bonus for being uphill (available to any unit no matter the point of contact with the enemy) the unit must both have the majority of the unit on the hill feature and be closer to the crest Line of the hill (marked crest Lines on hills are very useful in general!). If two units are on a hill the unit with the majority closer to the crest Line will gain the uphill benefit in close combat.

If included for historical games small linear obstacles cost Infantry 2” to cross and Cavalry 6”. Cavalry and Artillery may pass through friendly occupied or vacant Villages built up areas if they are on a road and they have the movement distance to reach the other side of the area (they otherwise halt on the near side) but cannot occupy or charge them.  

10.7 Terrain effects on support
Units may have flank or rear support when attacking a village or wood but defenders may not. One charging unit automatically enters the terrain feature if their enemy leaves the area by Fleeing or retiring from the combat. They do not have to make a complex move test to do so. 
10.6 TERRAIN EFFECTS
Terrain
Rough Ground
Woods
Village
Field Fortifications
Hill
Stream
Effect on Movement 
NB Complex move distance is not affected by terrain
Distance x 2 whilst any part of any stand is still passing through the rough ground except to Loose Order units and Fleeing troops
Infantry only and requires a complex move if Formed unless charging the wood. All troops stop on entry for that turn. 
Infantry only and requires a complex move if Formed unless charging the village. All troops stop on entry for that turn.
Count as a Village but may be entered by Artillery

Only crossable at points declared to be fordable and then treated as rough ground
Effect on Line of sight and shooting
Nil
Blocks and -1 to hit occupants however Artillery shooting Ball Shot will still roll a double hit on a natural 6. Only half (rounding up) of stands may shoot out.
Blocks and -1 to hit occupants however Artillery shooting Ball Shot will still roll a double hit on a natural 6. Plus 1 to saving throws. @ Only half (rounding up) of stands may shoot out.
Blocks and -1 to hit occupants however Artillery shooting Ball Shot will still roll a double hit on a natural 6. Plus 1 to saving throws. @ Only half (rounding up) of stands may shoot out.
Blocks if more than 1” from a crest
Nil
Effect on close quarters combat
No advantage over Loose Order units, Cavalry no charge bonus, Infantry need not take morale test if charged by Cavalry if at least half in.
Defender +1. No bonus for charging and no advantage over Loose Order units.
Defender +2. No bonus for charging and no advantage over Loose Order units.
Defender +2. No bonus for charging and no advantage over Loose Order units.
Defender +1.
Banks of fords may be defended as if uphill.
@ When Artillery shoot at units in cover it is generally not eligible for double hits unless shooting ball Shot ammunition or with a battery armed with howitzers. The saving modifier for Artillery hits will be cancelled by the cover bonus.pastedGraphic_3.png
PART 11 PUTTING AN ARMY TOGETHER 
11.1 Anatomy of your force and Army Commander Character, Army Character and Special Assets
Your Army will be made up of General Officers, Cavalry, Infantry and Artillery units and Special Assets if you chose them. The Army Commander is free but all other units, General Officers and Special Assets are chosen to the pre determined points limit.
As part of the tactical battle between players during the deployment phases each player will select an Army Character and Army Commander Character that will apply for that game. If the player has allowed the required points in his army list he will also choose Special Assets for that game. This process will multiply the ways you can use your painted figures and is described below in Part 12 - Scenario Set Up.
11.2 Core Infantry morale grade and force construction limitations
A commander rarely has free choice of the best troops for any mission, nor will he be encumbered with troops of solely the worst quality. For the purposes of competitive games, and unless modified by a particular army list, the following restrictions apply to constructing a force:
  1. Core Infantry Units - Infantry units are the core of all armies and each army must first purchase at least three Infantry units of the same type and morale grade. Additional units of the same type and grade are allowed without restriction. Brigade skirmish Line units of the same quality as the core Infantry units must be purchased in addition to the three required core units.
  2. Additional Infantry Units – Because Infantry units are usually deployed in brigades at least two units must be purchased of any morale grade of Infantry unit not of the same type and quality as the Core Infantry Units. Permanent Loose Order units are not normally allowed to regular European armies unless noted in a national list. Brigade skirmish Line of the same quality as the core Infantry units must be purchased in addition to the three required core units.
  3. Cavalry units  - As they are often allocated in support of Infantry brigades Cavalry units may be chosen in any type and quantity allowed by the army lists. The number of Cavalry units must be less than the total number of Infantry units and may not be more than a one third of the total number of units.
  4. Artillery battery – The army may include only one of either a Horse or Foot Artillery battery for competitive play. The upgrades and Special Assets allowed to an Artillery battery are listed in the national army lists (so if the upgrade or special asset is not listed you may not take it). Upgrades are listed in part 11.3 and Special Assets in part 11.5 below. Additional Artillery batteries may be chosen in larger games but a second battery must not be the same type as the first.
  5. Unit Upgrades – Upgrades allowed (such as to ‘Light Infantry’ or ‘Guard” status) are limited to those set out in each army list so if the upgrade or option is not listed then it is not allowed to that army.  Unit Upgrades may be given to single units of any type and grade including single units that were originally core Infantry Units. 
  6. Additional General Officers – The army may include one each of a Brigadier of Infantry and a Brigadier of Cavalry either of which may be replaced at extra cost with an ADC.
  7. Special Assets - No more than 30 points may be allowed unspent to purchase Special Assets at the time during the set up process that Army and Army Commander Character is selected.
No commander would attempt his task without the minimum necessary support. An army must include at least 3 of its Core Infantry choice and one or both of Artillery or Cavalry. If both Artillery and Cavalry are not present a Napoleonic general would not feel properly supported nor would he be certain of holding his objectives or breaking a retreating enemy. An army that does not initially include both Cavalry and Artillery grants its enemy 2 victory points at the end of the game.
11.3 General Officer and unit quality cost and Unit Upgrades 
General Officers
Combat modifier (one only)
Command Modifier
Command radius
Morale when caused to test for Army morale
Fortune dice re-rolls
Cost 
Army Commander (may command any unit)
+1
+1 if in Command, further +1 if attached
6”
4+ @
3
0
Brigadier – (may command either Infantry or Cavalry plus Artillery)
+1
+1 if attached 
3”
NA @
Nil
40 
ADC – (may command any)
+1
+1 if attached
3”
NA @
1
60
@ General Officers give a +1 to the morale rolls of any unit to which they are attached.
Unit and Quality
Combat 
Shooting
Command
Save
Morale 
Cost  per unit
Number of Stands in unit
Elite Infantry
5
4+
4+
4+
3+
80
4
Line Infantry
4
4+
4+
4+
4+
60
4
2nd Class Infantry
3
4+
4+
4+
5+
40
4
Warrior Infantry 
4
-
5+
4+
4+
40 
4
Elite Cavalry
5
-
4+
4+
3+
100
4
Line Cavalry
4
-
4+
4+
4+
80
4
2nd Class Cavalry
3
-
4+
4+
5+
60
4
Horse Artillery
4
4+
4+
4+
4+
80 @
Foot Artillery
4
4+
4+
4+
4+
70 @
Unit Upgrades
Infantry and Cavalry units are bought with standard weapons being smoothbore muskets and bayonets for Infantry and smoothbore pistols, carbines or bows and swords for Cavalry. Cavalry may not shoot. 
The majority of Artillery and some unit upgrades are purchased as Special Assets under part 11.5 during game set up when Army Commander and Army Character so may vary from game to game as part of player tactics. Other upgrades are allowed are only those specified by an army list. If the army list does not specifically allow an upgrade then it is not allowed.
  • Any type of unit may be Strong and take 4 hits per stand for 10 points. All units of the same type and quality must receive the Strong upgrade if any do. Types of units for this upgrade are: Infantry, Warriors, Loose order Infantry, Light Infantry, Foot artillery, Horse artillery, Cavalry and Loose Order Cavalry.
  • Units that are permanently in Loose Order cost 10 points less than the base formed unit cost if infantry and 20 points less if cavalry.
  • Regular Light Infantry that may switch between being Formed and Loose Order cost 10 points more than the base unit cost.
  • Units equipped with Rifles have a range of 12” when in Loose Order and 9” when Formed and cost an additional 10 points.
  • Cavalry units may be Heavy Cavalry for 10 points per unit which includes those troops on Large Heavy Cavalry and or wearing a Cuirass). Cavalry units that are not Heavy may be equipped with Lance. The effects of being Heavy or having Lance are shown in the combat modifiers table.
  • @  Large artillery batteries have an extra stand costing 30 points more and must be justified by a usual battery size of 8 or more real guns (thus only some Foot Artillery batteries and Russian Horse Artillery are likely to be Large). 
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11.4 The Army lists with unit upgrade options
If not listed under each army list an upgrade is not allowed. If there is any anomaly from the usual force compositions requirements an individual army list prevails over general requirements.
Generic Army List and Character choices for use by ‘minor’ nations in European wars
Army Character choices
1. Confident – All units +1 to morale tests when charging and the commander has +1 fortune dice. Cavalry must counter charge and Charge On if it can.
2. Homeland – Stationary units receive +1 in close combats. The other player must commence deployment whether attacker or defender.
3. Foreign training – Infantry units are Mixed Doctrine and the Army Commander gains the Ruse “Local Knowledge” for free.
Officer Character choices
1. Revered – units add +1 to morale tests if in command of the Army Commander.
2. Staff – reserves and flank marches +2 to rolls to enter the table. Except when not permitted for his side in a given scenario the commander may flank march 2 units neither of which need be Cavalry.
3. Charismatic – Commander has 3 additional Fortune re-rolls for a total of 6 but will be incapacitated on a roll of 1-3 when called to test. The commander may not also have a hero or Lucky Charm.
Core Infantry unit choice may be either Line or 2nd Class and Infantry are Linear Doctrine
May pay for one Infantry unit as Light for plus 10 points which may be Riflemen for 10 points. Light Infantry and rifles must be justified by an historical unit as a precedent. 
Cavalry may be of any morale grade and may be Heavy for 10 points. If there is an historical precedent Cavalry that are not Heavy may be equipped with Lance for 10 points.
May have Horse and Foot batteries. Artillery batteries may be Large with an extra stand costing 30 points justified by a usual battery size of 8 or more real guns. Guns in Foot batteries may be Heavy and any battery may have Howitzers
Only Light Infantry units may be Strong for 10 points.
Example Saxon or Bavarian  - 4 Line Infantry one upgraded to Light 250, 2 Line Cavalry one being Heavy 170 , Foot Battery 70 and allowance of 10 points for Special Assets = 500
Example Dutch Belgian 1815 – 3 2nd Class Infantry 120, 2 Line Infantry one upgraded to Light 130, 1 Line Cavalry 80, 1 2nd Class Heavy Cavalry 70, Foot Artillery battery 70 and allowance of 30 points for Special Assets = 500
Example Brunswick 1815 - 4 Line quality Infantry one reduced to permanent loose order but armed with rifles 240,  2 Line Cavalry one armed with Lance 170 , Foot Battery 70 and allowance of 20 points for Special Assets = 500
War of 1812 - Both US and British armies should use the above list.
Only the British may have Elite units and then only Formed (or Light) Infantry. Neither combatant may choose more than one Cavalry unit which may not be Elite, Heavy or have Lance.
USA may choose any number of permanent Loose Order Militia Rifles Infantry units for the same points cost as Formed units but they must number less than Formed and Light Infantry units in the army.
The British player may choose any number of Line or 2
nd Class quality permanent Loose Order Indian Allies but they must number less than his other units.

Austria
Army Character choices
1.  Big battalions - Formed Line and 2
nd Class Cavalry and Infantry units are Strong but are reduced to Command 5+ due to their unwieldy size.
2.  Reformed Army – Formed Infantry have a limited form of Mixed doctrine in that they may also form Closed Attack Column and when in that formation they do not test morale for a charge by Cavalry unless already Shaken or charged in the flank or rear. A Closed Attack Column denies the enemy Cavalry its charge bonus. A closed Attack Column does not gain the movement benefit for Attack Column and moves at only 6” as a standard move.
3. Lands of the Empire - The Austrian General may move up to two objective markers up to 6” in any direction but not within 6” to a table edge.
Officer Character choices
1. Royal Appointment – units add +1 to morale tests if in command of the Army Commander who has an additional Fortune dice but -1 initiative.
2. Old School – careful planning means one unit more or less may be kept in reserve when deploying and gains the Supply Wagons Special Asset for free.
3. Frontier School – 2
nd class units have combat +4 as Insurrection and Border troops and up to two 2nd Class Infantry may become Light Infantry for free. The Austrian’s opponent must commence deployment of units and assets whether attacker or defender.
Core Infantry unit choice must be Line and Infantry are Linear Doctrine
May pay for up to 2 Line or 2nd Class Infantry units to be Light as Grenzer for 10 points each. 
Cavalry may only be purchased as Line quality but may be Heavy for 10 points or if not Heavy may be equipped with Lance for 10 points.
May have Horse and Foot Batteries which may both have Howitzers. Foot batteries may be Large for 30 Points and may be Heavy.

Battalion Guns – If this option is chosen one additional stand of Battalion guns must be purchased for All Formed Line and 2
nd Class Infantry units (including Light Infantry) for 10 points each. Battalion guns are not used by Elite Infantry. These Artillery stands should be as close as possible in size to the Infantry stands. The stand operates like another stand of the Infantry unit (it includes further normal soldiers not just battalion gun crews) but the player rolls the shooting dice of the stand separately as they are canister hits (-1 modifier to enemy saves and morale tests). It otherwise shoots and moves as the rest of the unit. The army counts as being supported by Artillery for victory point purposes without needing to purchase a separate artillery battery. Battalion guns do not benefit from special asset upgrades available to Artillery batteries. The unit is still dispersed when it loses its third stand.
Units of Line and 2nd class infantry and cavalry may be Strong and take 4 hits per stand for 10 points per unit but this characteristic must be bought for all units of the selected type, quality and armament. 
Special Rule – Tyrolean Jager.   During character selection one Line Infantry unit may be swapped for a unit permanently in Loose Order armed with rifle as Tyrolean Jaeger. The unit will no longer be strong or have battalion guns.
Example 1800 – 2 Elite Infantry 160, 4 2nd Class Infantry with battalion guns 200, 1 Line Heavy Cavalry 90, Brigadier 40 and allowance of 10 points for Special Assets.
Example 1805 - 3 Line Infantry 180, 2 Elite Infantry 160, Foot Battery 70, 1 Line Heavy Cavalry 90 = 500
Example 1809 – 4 Line Infantry 240, 2 2
nd Class Infantry 80, Foot Battery 70, 1 Line Heavy Cavalry 90 and allowance of 20 points for Special Assets = 500
Example 1809 – 6 2
nd Class Foot with battalion guns 300, 2 Line Cavalry 160 and a Brigadier 40 = 500






France
Army Character choices
1. En Avant! – All units +1 to save rolls when charging.
2. Grande Army – All units have 3+ Command.
3. Le Patrie en Danger – All 2
nd Class have combat +4 but become column doctrine (including cavalry).
Officer Character choices
1. Staff – Reserves and flank marches +2 to rolls to enter the table. Except when not permitted for his side in a given scenario the commander may flank march 2 units neither of which need be Cavalry.
2. Child of Victory – Army commander has +1 Initiative and gains the special asset of Brilliant Commander for free.
3. Glory! – All units +1 to morale tests if in command of the Army Commander.
Core Infantry unit choice is not restricted and Infantry are Mixed Doctrine. 
May pay for any Infantry units as Light for 10 points. Permanent Loose Order Brigade Skirmish Line units may also be purchased including one as part of the Core Infantry choice and may be included in the two units of a different morale grade to the Core Infantry requirement. Brigade Skirmish Lines cost 10 points less than the equivalent grade of Formed Infantry.
Elite may be Guard with 3+ save for 10 points.
Line Infantry may be Swiss or Polish and have Morale 3+ for 10 points per unit.
Cavalry may be purchased as any quality and may be Heavy for 10 points or if not Heavy may be equipped with Lance for 10 points.
May have Horse and Foot batteries. Foot Batteries may be Large for 30 points and may be Heavy. Any batteries may have Howitzers as a special asset and or be purchased as Guard with a 3+ save (and if so may also be Crack and or Stubborn)
Only permanent skirmish line units and artillery may be Strong for 10 points.
Special Rules – Baton in my Knapsack. Once during each game an Army Commander with Fortune Dice remaining may expend a fortune dice to automatically steal back the initiative if they have lost the initiative roll off.

Baron Larry.  May select a Field Hospital as a Special Asset and deployment choice for 10 points. General Officers that fail survival rolls for participating in combat may spend a fortune dice if they have one to be returned in the next General Officer movement phase and may make a normal General Officer move from the rear centre of their table edge in that phase.  If it was the Army Commander the initiative is still automatically lost in that next initiative phase whilst he is still incapacitated. The hospital may be used as a deployment choice.
Marbot’s Memoirs and Brigadier Gerard – Instead of being allocated to a General Officer a single hero (at the usual Special Asset cost of 10 points) may be assigned to a cavalry unit (not heavy or armed with lance and preferably Hussars). The hero does not count as a deployment and is deployed and remains with the unit for the duration of the game. He gives +1 in combat and has a single fortune re-roll that may be used only on that unit. He is not removed when the fortune re roll is used.
Example Army 1815 - 4 Line Infantry one upgraded to Light 250, 1 Line Heavy Cavalry 90, 1 2nd class Cavalry with Lance 70,  Foot Battery 70 and allowance of 20 points for Special Assets = 500
Example Army 1813 – 5 2nd Class Infantry one being a brigade skirmish Line for 190, 1 Line Heavy Cavalry 90, 1 2nd class Cavalry with Lance 70, Large Foot Artillery battery 100, Brigadier 40 and allowance for 10 points of Special Assets = 500
Example 1809 – 3 Line infantry one reduced to permanent loose order brigade skirmish screen 170, 2 Elite infantry 160, 1 Line heavy cavalry unit 90, foot artillery battery 70 and 10 points for a special asset. On simple option with this list is to drop the Line infantry to 2nd Class quality and gain 60 points to play with, perhaps also dropping the heavy cavalry to 2nd Class and gaining a Line cavalry unit.

Great Britain
Army Character choices
1. Proven divisions – Infantry and Artillery have 3+ Command.
2. Professional – Infantry +1 to shooting to hit rolls.
3. Allied Forces – 2
nd Class Infantry have morale 4+ and a single Artillery battery may become Large and gain an additional stand for free. It may not also have Shell, be Crack or have Howitzers.
Officer Character choices
1. Phlegm and Stiff upper lip – units add +1 to all morale rolls when in command of Any General Officer. Any General Officer that must test for risk when attached to a unit in combat will become incapacitated on a roll of 1-3 (instead of the usual 1 - 2).
2. Staff– reserves and flank marches +2 to rolls to enter the table.
Except when not permitted for his side in a given scenario, the commander may flank march 2 units neither of which need be Cavalry.
3.  Peninsular trained – the player immediately lays an additional hill anywhere on the table not overlapping another terrain piece. Instead of arriving normally any unit in reserve or flank marching may be placed behind the crest Line of any hill on the British player’s side of the table the enemy has not passed and been able to draw a Line of sight to the area behind its crest line. They may make normal moves as if they were already on table including charging.
Core Infantry unit choice must be either Elite or Line and Infantry are Linear Doctrine
May pay for any Infantry units as Light for 10 points, one unit of which may be Riflemen for 10 points. Permanent Loose Order Brigade Skirmish Line units may also be purchased but these units must be in addition to the Core Infantry choice (although they may be included in the two units of a different morale grade to the Core Infantry requirement). Brigade Skirmish Line units cost 10 points less than the equivalent grade of Formed Infantry. One brigade skirmish line unit may be armed with rifles for 10 points.
Cavalry may be of any morale grade and may be Heavy for 10 points.
British Line class Infantry may be Highland or Wild Irish with +5 combat for 10 points.
Elite Infantry units may be Guards with discipline saves of 3+ for 10 points.
May have Horse and Foot Artillery Batteries. Batteries may Not be Large, Heavy or Strong but may have Shrapnel / Spherical Shell and or have Howitzers. Horse artillery may be Crack.
Formed and Light Infantry units may be Strong and take 4 hits per stand for 10 points per unit but this characteristic must be bought for all units of the selected type, quality and armament. 
Special Rules
Cracking Volley. General Offices, Colonels and Heroes any may expend a fortune dice without rolling and deliver a Cracking Volley when an Infantry unit in their command shoots and all hits count as artillery canister hits (-1 modifier to enemy saves and morale tests). May be combined with use of a second Fortune point (not necessarily from the same officer but one that is in command range) to re roll all the shooting dice as normal.

May have a Captain for a Horse Artillery unit that acts like a Colonel.
Sharpe and Harper. Instead of being allocated to a General Officer a single Rifles officer hero and his sergeant (at the usual Special Asset points cost of 10 points) may be assigned to a Line quality formed infantry (not Scots or Irish) or to any rifle armed unit. The hero does not count as a deployment and is deployed and remains with the unit for the duration of the game. He gives +1 in combat and has a single fortune re-roll that may be used only on that unit. He is not removed when the fortune re roll is used.
British Cavalry must Charge On and Counter Charge if they can. 
Example 1815 – 3 Line Infantry one being Light and Riflemen 200, 2 2nd Class Infantry 80, Horse Artillery Battery 80, 1 Elite Heavy Cavalry Unit 110 and allowance for 30 points of Special Assets = 500
Example 1812 – 4 Line Infantry one being a brigade skirmish Line with Rifles 240, 2 Line Cavalry one being Heavy 170 and a Foot Artillery battery 70 and allowance for 20 points of Special Assets = 500
Prussia to 1808
Army Character choices
1. Linear Traditions – All formed infantry units gain +2 in combat for rear support.
2. Formal tactics – Require deployment on suitable ground. May remove one terrain piece laid by either player from the table immediately this choice is taken.
3. Part time Soldiers - All units have Command 5+ but the army gains an ADC for free.
Officer Character choices
1. Royal Appointment – units add +1 to morale tests if in command of the Army Commander who has an additional Fortune dice but -1 initiative.
2. Harsh Disciplinarian – All units +1 to morale tests from shooting hits.
3. Impetuous – Commander has +1 Initiative and +1 Fortune point. Cavalry must counter charge and Charge On if they can. The Commander is removed on a roll of 1-3 if called upon to test.
Core Infantry unit choice must be Line quality and Infantry are Linear Doctrine

May upgrade one Line quality Infantry unit to Light Infantry as Fusiliers for 10 points. May downgrade one 2
nd Class infantry unit to permanent skirmisher as Foot Towarczy for -10 points. As an exception to the usual requirement to take at least 2 units of other than Core quality a single Combined Grenadier Elite Infantry Battalion may be chosen.
Cavalry may be of Line or Elite morale grade only and may be Heavy for 10 points with the exception that one unit of 2nd Class Cavalry (modelled with lance) may be selected for 60 points as the Towarczy (they may not be Heavy Cavalry). The Prussian may choose when deploying the Towarczy in each game whether they will be either permanent Loose Order with Lance (at no cost) or normal 2nd class formed cavalry (not counting lance) for the duration of that game.
May have Foot and Horse artillery batteries. Foot Batteries may be Large for 30 points and or Heavy. Any batteries may have Howitzers
Battalion Guns – If this list option is chosen one additional stand of Battalion guns must be purchased for All Formed Line and 2nd Class Infantry units (including combined grenadier but excluding Light Infantry) for 10 points each. Battalion guns are not used by Elite Infantry. These Artillery stands should be as close as possible in size to the Infantry stands. The stand operates like another stand of the Infantry unit (it includes further normal soldiers not just battalion gun crews) but the player rolls the shooting dice of the stand separately as they are canister hits (-1 modifier to enemy saves and morale tests). It otherwise shoots and moves as the rest of the unit. The army counts as being supported by Artillery for victory point purposes without needing to purchase a separate artillery battery. Battalion guns do not benefit from special asset upgrades available to Artillery batteries. The unit is still dispersed when it loses its third stand.
No units may be purchased as Strong.
Special Rule – Unconquerable valour. Any General Officer may use a remaining fortune dice to automatically avoid a random event friendly fire incident or to avoid leaving the table when attached to a unit that disperses or flees the table. The General Officer is moved the minimum necessary to avoid capture (clear an enemy unit by 2” if appropriate) or from where a unit was eliminated or left the table. General Officers must still make a re roll if they wish to use a fortune dice to avoid becoming a casualty as a result of participating in a combat.

Schutzen –
When choosing army character the Prussian may swap a Line class Infantry unit for a permanent Loose Order unit armed with rifles. 
Example 1806 – 3 Line Infantry 180, 2 2nd Class Infantry 80, 1 Elite Combined Grenadier Infantry 80, Foot Battery 70, 1 Line Heavy Cavalry 90 = 500.
Example1807 - 4 Line Infantry 240,  2 Line Cavalry 1 being Heavy 170, Foot Artillery battery 70 and allowance of 20 points for Special Assets = 500
Example1807 - 3 Line Infantry one upgraded to Light Fusileer 190, 1 Elite Combined Grenadier Infantry 80, 1 Line Heavy Cavalry 90, 1 2
nd Class Towarczy Cavalry 60, Foot Artillery battery 70 and allowance of 10 points for Special Assets = 500
Prussia 1809 - 1815
Army Character choices
1. Vengeful – All units +1 to morale tests when charging and to counter charge. Cavalry must counter charge and Charge On if it can.
2. Reformed - All units have 3+ Command.
3. Befreiungskriege – 2nd Class are Landwehr and Volunteers of uncertain patriotism varying from curs to lions so have variable morale. After all deployments are complete, roll a dice for each 2
nd Class unit (or when the unit arrives) on a 1 to 4 = 2nd Class, 5 = Line and 6 = Elite. All 2nd Class drop to Command 5+ due to their lack of discipline and formal training but victory points for eliminating these units are scored on the basis of the quality they roll.
Officer Character choices
1. Revered – units add +1 to morale tests if in command of Army Commander.
2. Staff – Reserves and flank marches +2 to rolls to enter the table. Except when not permitted for his side in a given scenario the commander may flank march 2 units neither of which need be Cavalry.
3. Aggressive - Commander has +1 Fortune point and +1 Initiative. Cavalry must counter charge and Charge On if they can. The Commander is removed on a roll of 1-3 if called upon to test.
Core Infantry choice is 2nd Class and Infantry are Mixed Doctrine
May pay for up to one third (rounding up in this instance) of Line Infantry units as Light Infantry Fusiliers for 10 points. 
Permanent Loose Order Brigade Skirmish Line units may also be purchased but these units must be in addition to the Core Infantry choice (although they may be included in the two units of a different morale grade to the Core Infantry requirement). Brigade Skirmish Lines cost 10 points less than the equivalent grade of Formed Infantry and must number less than formed units and may not be of Elite quality.
Cavalry may only be of Line or 2nd Class quality but may be Heavy for 10 points and if not Heavy may be equipped with Lance for 10 points.
May have Horse and Foot artillery batteries. Foot Batteries may be Large for 30 points and or be Heavy, have Howitzers and or be Stubborn
No units may be purchased as Strong.
Special Rule
Unconquerable valour. Any General Officer may use a remaining fortune dice to automatically avoid a random event friendly fire incident or to avoid leaving the table when attached to a unit that disperses or flees the table. The General Officer is moved the minimum necessary to avoid capture (clear an enemy unit by 2” if appropriate) or from where a unit was eliminated or left the table. General Officers must still make a re-roll if they wish to use a fortune dice to avoid becoming a casualty as a result of participating in a combat.
Example 1813 - 6 2nd Class Infantry 240,  2 2nd Class Cavalry one with Lance and one Heavy 140, Foot Artillery battery 70, Brigadier 40 and allowance of 10 points for Special Assets = 500
Example 1815 - 3 Line Infantry one upgraded to Light 190, 2 2nd Class Infantry 80,  1 Strong Line Cavalry with Lance 100, Large Foot Artillery battery 110 and allowance of 20 points for Special Assets = 500

Russia
Army Character choices
1. Mother Russia – Stationary units gain +1 in close combats and the commander gains the Local Knowledge Ruse for free.
2. Stoic Stubbornness – Infantry and Artillery units add +1 to morale tests from shooting hits.
3. Serf Soldiers – Infantry are extremely hard to defeat. Line quality Formed Infantry units become Strong. Elite and 2
nd Class Infantry may also be strong but must be paid for as usual.
Officer Character choices
1. National Icon – Commander has 3 additional Fortune re-rolls for a total of 6 but will be incapacitated on a roll of 1-3 when called to test. The icon is too individual to benefit from the presence of a Hero and may not be given same.
2. Bayonet Tactician (for example Suvorov) – Infantry are Mixed Doctrine and Commander has +1 Fortune Dice.
3. Cossack Atman – A famous ataman of Cossacks joins the Army as a free Brigadier of Cavalry. There must be at least one Loose Order Cossack Cavalry unit in the army for this choice to be taken. A Line quality Formed Cavalry unit may be swapped for a 2
nd Class Cossack unit to fulfil this condition. If the scenario allows Flank Marches the enemy must announce the flank of any flank march prior to the start of the first turn. If the Russian player wishes to flank march he may do so with two Cavalry units instead of the usual single Cavalry unit allowed but he must include the Ataman and a Cossack unit.
Core Infantry choice must be Line or Elite. Infantry are Linear Doctrine
Russian Light Infantry training was not well regarded so units know as Light Infantry may not be purchased as ‘Light’ under these rules and must be chosen as normal Formed Infantry or as permanent Loose Order units. Up to one third rounding down of non Elite Formed Infantry may instead be purchased as permanent Loose Order for -10 points. 
Elite units may be Guard with 3+ save for 10 points.
2nd Class Infantry may be Militia partly armed with pikes that have only one dice shooting when stationary and none when they move but are +1 in close quarter combat for no cost (the pikes must be modelled and announced when deployed so your opponent is aware of this characteristic).
Cavalry may be of Line or Elite morale grade only except for Cossack units which may be chosen as Loose Order 2nd Class Cavalry with free Lance for 40 points each. The better quality and regular Cossack units must be normal Formed Cavalry.
Formed Cavalry may be Heavy for 10 points or if not Heavy may be equipped with Lance for 10 points.
May have Horse and Foot batteries. Foot batteries may be Heavy. Any batteries may be Large for 30 points, be guard with 3+ saves for 10 points and have Howitzers and or Stubborn
No units may be purchased as Strong.
Special Rules
Religious fortitude. Once during each game the Army Commander may expend a fortune dice without rolling and a unit in his command radius that failed a morale test automatically passes.
Colonels may be given to artillery batteries.
Example 1805 Imperial Guard - 4 Elite Infantry 320, 1 Elite Heavy Cavalry 110, Foot Artillery battery 70 = 500
Example 1813 – 4 Line Infantry 240, 1 Line Heavy Cavalry 90, 1 2
nd class Loose Order Cossack with Lance 40, Large Foot battery 110 and allowance of 20 points for Special Assets = 500


Spain
Army Character choices
1. Home soil – may lay an additional hill after all other terrain pieces are laid and the enemy must commence deployment first whether he is attacker or defender and announce the flank of any flank march prior to commencing the first turn. The Army gains the Ambush deployment Ruse for free.
2. Royal – 2nd Class Formed units are trained by the old royal army with combat +4 but are Command 5+ due to outdated practices.
3. Junta – 2nd Class are patriots with morale +4 but are Command 5+ due to lack of command discipline. Artillery batteries become Stubborn for free.
Officer Character choices
1. Hidalgos – units add +1 to morale tests if in command of Any General Officer but the Army Commander has -1 initiative.
2. Idealist – The Commander has +3 Fortune for a total of 6 but he will become incapacitated on a roll of 1-3 when called upon to test. May not be taken with a Royal Army character and is too individual to benefit from the presence of a Hero and may not be given same or Priests and Clergy.
3. Partisan – A famous partisan leader joins the army and is represented by a free ADC able to command only Guerillas and Gauchos. There must be at least two Guerrilla or Gaucho units in the army. If there are not then up to two 2
nd class Formed Infantry units must immediately be exchanged for Guerrilla units to fulfil this requirement. May not be taken with a Royal Army character.
Core Infantry choice must be 2nd Class and formed infantry are Linear Doctrine

May pay for one Infantry unit as Light Infantry for 10 points.
Any number of 2nd Class permanent Loose Order Guerrilla Infantry units may be purchased but they must total less than the number of Formed and Light Infantry units.
No units may be Strong.
Guards and Foreign regiments (Walloon, Swiss and Irish) – May not have Elite Infantry but Line units may be hereditary foreign or ‘Guard’ units with morale 3+ for 10 points.   These units do not count as Guard for the purpose of causing morale tests when they flee.
Cavalry may be of Line or 2nd Class morale grade only and may not be Heavy. Line morale Cavalry may not outnumber 2nd class by more than one unit. Cavalry may be purchased as permanent Loose Order Gaucho units armed with Lance for 20 points less than the formed unit cost. Cavalry units may not be Strong.
May only have Foot batteries that may be Large for 40 points. Any battery may be Heavy and or be Stubborn
Special Rules
Nation in Arms.
Assistance of locals the enemy must announce the flank of a flank march before the first turn begins.
Return to fight again.
Any General Officers’ Fortune may be used to re roll the same dice throw(s) more than once.
Mountain strongholds –
If the scenario allows Flank Marches any number Guerrilla and or Gaucho units may flank march if they are accompanied by the Partisan ADC. The normal single Cavalry unit restriction otherwise applies.
Priests and Clergy may be chosen as a Special Asset to stiffen the moral fibre of all its General Officers for 10 points adding a fate point to each and every General Officer. A General Officer may have both priests and a hero attached so may have two additional fortune dice. Priests do not count as a separate deployment choice.
Example 1811- 3 2nd Class Infantry one upgraded to Light 130, 2 Line Foreign or ‘Guard’ Infantry 140, 1 2nd Class Gaucho (Loose Order) Cavalry with Lance 50, 1 Line Cavalry 80, Foot Battery 70 and allowance of 30 points for Special Assets  = 500 

Ottoman and Egyptian 1788 - 1815
Army Character choices
1. Home soil – The army can make use of local knowledge to best effect. Stationary units are +1 in close quarters combats and the Commander gains the Local Knowledge Ruse for free.
2. Nazim I Cedit (New Army) - All 2
nd class formed units become Strong but drop to 5+ Command due to their unwieldy size and lack of drill. A Foot Battery may become a Horse Artillery battery for free (it may not also be Heavy).
3. Traditional – All 2
nd class units have +4 combat as Janissaries and Fellaheen but drop to 5+ command due to poor discipline. 
Officer Character choices
1. Defenders of the Faith – All units in command of a General Officer receive +1 to morale tests.
2. Hostile Land - The commander has allies in the area and may choose any particular enemy unit to be held off table as a reserve in addition to the normal requirement (including if the enemy is not normally required by a scenario to keep a reserve!). The unit is chosen at the same time as Army character and for clarity an enemy Artillery unit may be chosen. The chosen unit will remain in reserve despite any special character or asset of the opponent and may not be used for flank marching.
3. Frontier warrior – One unit more or less may flank march or be in reserve and the general may employ any Ruse (chosen at the same time as this character) for free.
Heterogeneous - Basic Infantry choice must be one of Formed 2nd Class (Linear Doctrine), Line quality permanent Loose Order or Warrior Infantry Units but only two of any Infantry type need be taken.
Infantry units may only be selected as:
A. 2
nd Class Formed (Nazim I Cedit and the better drilled Janissaries or Balkan mercenaries);
B. Line or 2
nd Class permanent Loose Order units (Fellaheen, mercenaries or traditional Janissaries) costing 10 points less than the formed equivalent; or
C. Warrior Infantry (Ghazis and tribesmen) with a base cost of 40 points per unit.
No Elite quality or any Light Infantry are allowed. 
Any type of unit may be Strong and take 4 hits per stand for 10 points per unit but this characteristic must be bought for all units of the selected type, quality and armament.
No Cavalry may be Heavy but any unit (including Loose Order) may have Lance for 10 points. Cavalry may only be chosen as:
D. permanent Loose Order units of any grade (Mamelukes and Sipahi) costing 20 points less than the formed equivalent; or
E. 2
nd Class Formed units (including representing Deli border troops). 
Political Intrigue means no General Officer is trusted as an ADC and only Brigadiers may be chosen.
May only have Foot Batteries that may be Heavy and or Stubborn. Batteries may not be Large.
Any type of unit may be Strong and take 4 hits per stand for 10 points per unit but this characteristic must be bought for all units of the selected type, quality and armament.
Special Rules
Will of Allah. Scores on fortune dice re-rolls remain the same as the original score if a lower number is rolled.
Medieval Host – The number of cavalry units may be up to the number of Infantry units.
Plunder – At the cost of one Fortune dice and declared before the first turn begins the commander may declare that his men will be plundering and if one (the effect only applies once) Cavalry, Warrior or Loose Order Infantry unit that was deployed on table voluntarily exits from the opponents table edge the enemy must remove a single unit at the end of that turn (or declare a unit from reserve or flank marching and not yet arrived) to guard its baggage (its removal does not count for victory points or army morale).  A Unit that is currently Fleeing may to be chosen for removal.
Example 1799 - 4 2nd Class Formed Infantry (Nazim I Cedit or Janissary)160, 1 Formed 2nd Class Cavalry with Lance (Deli) 70, 2 Strong Line quality permanent Loose Order Cavalry (Mameluke or Sipahi) 140, Foot Battery 70, Brigadier 40 and allowance of 20 points for Special Assets = 500
Example 1807 – 3 Strong Warrior Infantry (Ghazis) 150, 2 Line quality permanent Loose Order Infantry (Albanians) 100, 2 Line quality permanent Loose Order Cavalry  with Lance (Mameluke or Sipahi) 140,  Strong Foot Artillery battery 80 allowance of 30 points for Special Assets = 500

11.5 Special Assets
A single Special Asset costs 10 points. As they give upgrades players may forget and because they can be used as a placement choice during the alternating deployment of units phase they must be represented by suitable models.  Most Special Assets count as a deployment choice when armies are deployed. The Special Assets that do not count as a deployment choice are the quality upgrades to batteries and the commander and ruses or stratagem.
Some Special Assets are attached to a unit or General Officer in particular and that unit must be on table for the Special Asset to be placed as one of the alternate placements made by each player when deploying units. 
Some Special Assets are representational of support to the army in general and may be placed as a deployment selection at any time during the player’s alternating placement of units. Such separate supports to the army in general have no physical effect on game play. We use pretty or humorous vignettes where possible and move them to convenient locations on the table if they get in the way of play (they also make a convenient marker for the point from which to measure reserve entry moves).
Brilliant General
The commander may pass play to his opponent once per turn without activating a unit. This asset is not a separate deployment choice during game set up.
Bystanders, observers and politicians
Army Morale tests are automatically passed or failed at the commander’s choice.  The Bystanders are attached to the army in general.
Caisson
May re roll misses with one Artillery battery in one round of shooting. The Caisson must be attached to a particular deployed Artillery battery and will remain with it for the balance of the game until used.
Cantinierre/Camp followers 
The troop’s needs are cared for and one unit less or more may be deployed in reserve. This may lead to a player not needing to keep a reserve at all. If that player did keep a unit off table he could potentially use it as either a reserve or flank march unit and still comply with the deployment requirements not electing or announcing its role until he starts to roll. Attached to the army in general.
Colonel
May be attached to an Infantry or Cavalry unit for the duration of the game. He is deployed to an already deployed or entering unit. Colonels give their unit a single fortune re roll and +1 to their Command rolls and are Not removed when the re-roll is used. The Colonel figure is placed touching the unit in a manner that does not interfere with game play.
Crack battery
A single Artillery battery rolls to hit at +1. Only allowed where specified by an army list. This asset is not a separate deployment choice during game set up.
Field Forge
Increases column of march and limbered Artillery movement distances by 3”/6” and adds those distances to all unit table entry moves (both simple and complex). Attached to army in general.
Heavy guns
A single foot battery is upgraded to (Extra?) Heavy with canister range of 12” and maximum range of 36”. They may not Prolong (See Artillery movement Part 5.5). Only allowed where specified by an army list. This asset is not a separate deployment choice during game set up.
Hero or Lucky Charm
Add one Fortune dice to a General Officer. When used the marker is removed to show the Hero’s Fortune dice has been used. Only one Hero may be chosen per General Officer. Must be placed on a deployed or entering General Officer (Commander, Brigadier or ADC).
Howitzers
Howitzers allow a battery to shoot at any enemy unit not in close combat that is in range and arc of fire without the need for a Line of sight. When the battery chooses to shoot as howitzers instead of other ammunition the battery will only (and always) hit on rolls of unmodified 6’s which are double hits regardless of terra or whether the battery is shaken. The normal number of shooting dice are rolled when shooting the battery in this manner and saving throws from Howitzer hits are -1 to save. Only allowed where specified by an army list. This asset is not a separate deployment choice during game set up.
Messengers and Interpreters
Army commander radius is increased by two inches (2”). This is not a deployment choice.
Musicians or Band
Musicians or a Band attached to the army and give +1” to any simple and complex moves of all formed and Light Infantry units. 
Pioneers or Engineer Officer
A Pioneers or an engineer officer may be attached to the army in general and give +1 to Infantry close combat dice rolls when assaulting field works, woods and villages. 
Pontoons
+2 to flank march and reserve dice rolls. Attached to army in general.
Ruse 
The player may select one of the following:
  • Local Knowledge allows cunning use of ground – one unit of any type may automatically make a complex.
  • Ambush deployment – instead of arriving as a flank march or reserve one unit kept off table as a reserve or flank march may: a. if infantry be placed in a vacant town or wood at least half in your deployment area; b. if infantry capable of loose order deployment be placed in rough ground so long as it is placed no further than the edge deployment area; or c. any unit may be placed on the slope of a hill closest to your table edge so long as the whole unit will be out of sight of all enemy.
  • Night marching with dummies and false colours – the player may swap the location of two friendly units after all deployments have been completed.
The Ruse selected must be declared when the player chooses Army and Army Commander Character (the enemy will have some inkling as to its nature). Ruses are carried out after both players have finished normal deployment but before Light and Loose Order Infantry units may take their ‘free’ movement action. The attacker carries out any ruse before the defender. 
This asset is not a separate deployment choice during game set up.
Scouts and Topographers
Give a more accurate picture of the ground to their general. One terrain feature may be moved up to 6” immediately this asset is chosen subject to the usual terrain placement restrictions. Does not count as a deployment choice
Spherical Shell Shrapnel  ammunition
A single Artillery battery is equipped with Shell ammunition and may elect to shoot with an extra dice at ranges beyond canister range. When using Shell batteries do not cause a -1 to target saves. Only allowed where specified by an army list. This asset is not a separate deployment choice during game set up.
Supply Trains 
Infantry and Artillery are well supplied and may deploy 4” further forward. Attached to the army in general.
Spies and Prisoners
After deployment of on table units by both sides the enemy must declare the side of entry of any flank march it will make. Attached to the army in general.
Stubborn gunners
A single Artillery battery have morale 3+. Only allowed where specified by an army list. This asset is not a separate deployment choice during game set up.
Water Wagons 
Add +1 to all command test dice rolls for Desperate Charge additional charge movement distance (so a success will be a base of 3+ for a Line quality unit). Attached to the Army in general.
PART 12 SCENARIO PLAY
12.1 Scenario overview
The scenarios reflect the crux of a small battle or an important phase within a Larger battle. The scenarios are designed to bring the players to grips quickly on a smallish table allowing swift resolution of battles and are not a game for the faint hearted. Forces should be chosen to a maximum of 500 points for a competitive game. All games are over after the variable number of turns (between 6 and 8) or when one army quits the field.  
For friendly games and larger tables the force limits should work well up to about 800 points where a player can choose most of what he wants. Larger games adopting a brigade structure will be covered in a supplement also dealing with the Cap, Rifle and Percussion period.
12.2 Game length 
Games have variable game length determined by rolling a dice after initiative has been determined at the beginning of Turn 5. On a roll of 1 or 2 the game ends at the end of turn 6, a 3 or 4 turn 7 and on a 5 or 6 turn 8. Players may use Army Commander fortune rolls to re-roll the game length once each (this is an exception to the normal rule that only your own dice rolls may be re-rolled using fortune).
12.3 Victory points 
At the end of a game (either the number of turns have been played or one army is ‘Broken’ and quit the field after failing an Army morale test) each player counts the victory points he has earned. If your opponent broke and your army did not you cannot lose the game and are automatically awarded enough victory points to gain a marginal victory (enough to exceed the broken army total by 1 point). Victory points are awarded for:
  • D3+1 for capturing or holding objectives per the Scenario rules below. At the end of the game each player rolls a d6 for scoring objectives he holds on a 1 or 2 it is worth two victory points, on a 3 or 4  it is worth 3 and on a 5 or 6 it is worth 4. Fortune points of the Army Commander may be used to re-roll these rolls. These random points are designed to reduce emphasis on calculated playing to win without carrying the battle to the enemy;
  • 2 for each enemy General Officer eliminated or removed from the table fleeing;
  • 1 each for a village and fieldworks the enemy could have set up in (including if a special asset extends his deployment zone) occupied by a friendly Infantry unit;
  • 1 point for each enemy 2nd Class Unit, 2 points for each enemy Line quality or Warrior unit and 3 for each Elite unit removed from the table including by Fleeing or Retiring off board. Add one point if the unit was Cavalry. Morale rating for VP purposes is after any Army character choice upgrades that change the units grade (as opposed to merely changing one of its characteristics). 
  • Prestigious, large and valuable specialist units of Guards, Heavy Cavalry, Riflemen and or Light Infantry (only one point if the unit is both), Horse Artillery, Crack Batteries and units that are or become Strong add an additional VP. Units upgraded by army character choices are worth the victory points of any upgrade they receive in VP value.
  • 3 for each enemy Artillery unit eliminated (4 if it was Large).
  • 3 if your opponent does not have a force comprising all of Cavalry, Infantry and Artillery.
Units that are Fleeing but still on table at the end of the game do not count for enemy victory points. If an army breaks its Fleeing and Shaken units are removed immediately and do then count for victory points.
Objectives are claimed as normal even by a broken army or if the unit that claims them is latter lost or dispersed as local goals may have been achieved before the command or unit broke contact.
In competitive play a running total of points for and against should be kept for each player to decide any ties but players otherwise score:
  • 0 points for a loss;
  • 1 point for a draw;
  • 2 points for a minor victory (where one player scores more points than the other but not double); and 
  • 3 points for a major victory (where one player doubles his opponent’s victory point score). 
If your opponent breaks and for some reason you do not have more victory points at that time you are automatically awarded a total of victory points one higher than the enemy.
12.4 Scenario procedure and the army options
Follow the steps below when setting up a game. Army lists are not secret and should be declared before the below sequence.
  1. Determine the Scenario by rolling 2d6 (one each and adding them together) and consulting the scenario table at 12.5 below.
  2. Scouting and choose to Attack or Defend – Army lists are not secret and should be declared prior to play. The players compare the number of their Cavalry units and whether they are Heavy or not. The player with the most Cavalry units Out-scouts the other (less Heavy win or if there is no difference roll off) and must choose whether to be the (sometimes notional) Attacker or Defender. (In a Pitched Battle and Contested Ground the roles of attacker and defender are notional and reflect only that one player out-scouted the other and had the choice of setting up terrain and units first or second.) 
  3. Set Up Terrain - The Defender places its terrain piece followed by the Attacker. Unless it is allowed by special character the type of terrain must differ from the last laid. If a player has less Cavalry units he may (but does not have to) now additionally place a rough ground or Wood with the usual restrictions. In the Assault Scenario, and only if the defender wishes, to he now swaps a unit for fieldworks if he is choosing to do so and places those fieldworks in his deployment area. Note: no village may be placed in the Pitched Battle scenario
  4. Place Objectives - The Defender places any scenario objectives he has to set up followed by the Attacker and any neutral objective is placed.
  5. Select Army and Officer Character – starting with the Defender each player announces both the Character of his Army and of its Commander and it’s Special Assets (if it has reserved points for them in its army list).
  6. Deploy Units, General Officers and Special Assets that will start the game on the table - Starting with the Defender players alternate placing on table units (or General Officer stands or separately deployed Special Assets instead) in their deployment zones. Units left off table must include the required Reserves and may include flank marchers (Flank marching units must be in addition to units placed in Reserve). Units to be placed or moved due to a ruse or stratagem are placed or moved by the defender first  but not until after both players have declared they are not placing any more units on table.
  7. Light Infantry moves – Starting with the Attacker and alternating any Light Infantry and Loose Order Infantry units commencing the game on table may elect to attempt a complex movement action (possibly a simple move but limited to the complex movement distance). The unit must pass a Command test with the usual modifiers (+1 for Light Troops, +1 for an General Officer attached and +1 if in command radius of the Army general which means if you are attaching a General Officer on deployment you must announce he is attached). As the movement is a complex move it may not include charges but may otherwise be any move allowed including regular Light Infantry units changing from Formed formation to Loose Order of vice versa.
  8. Begin the first turn – Roll for Initiative in accordance with the game turn sequence in Part 4.
12.5 Determine the scenario 
Roll 2d6 (one each and add the results) to determine the scenario (or agree in a friendly game). Unless otherwise noted the usual obligations to keep reserves and usual victory point conditions apply in addition to any scenario special objectives. All scenarios below play across the table from one long table edge to another.
Scenario Table
Random roll = 2 or 3 - Assault 
Random roll = 4, 5 or 6 - Contested Ground
Random roll = 7, 8 or 9 - Pitched Battle 
Random roll = 10 or 11 - Flank Attack
Random roll = 12 – Breakthrough
For competition Play players may wish a more limited selection 2 – 6 Contested Ground, 7 – 9 Pitched battle and 10 – 12 Flank Attack.
12.6 The Scenarios 
Assault – The Attacker is assaulting enemy in hurriedly prepared defensive positions.
Objectives - Both sides place only one objective marker each. Both objective markers are placed on the defender’s table side at least 12’’ from the table centre Line, 6” from any other edge and between 18” and 30” apart. Both players will count any objective markers they hold for victory points. 
Deployment zones – each player may deploy units at least 8” from the table centre Line on any part of their table side. Units may be deployed into towns and woods if they are at least half in the Players’ deployment zone. 
Reserves – Only the Defender must keep a reserve and must double the usual required number. Reserve units enter from the centre point of the defender’s table edge.
Flank Marches – Only the Attacker may Flank March one Cavalry unit.
Fieldworks - After terrain is deployed but before objectives are placed the Defender may swap any unit for a length of field works capable of holding either the width of one Infantry unit in Line or one Artillery unit. The fieldworks must be laid on a hill or in open ground. The swapping does reduce the total number of units the Defender has in his army for army morale purposes.
Contested Ground – Each army wishes to occupy vital ground between them.
Objectives - Each player places only one objective marker anywhere on the table centre Line outside 12” of the table edge and of another marker. Both players will count those objectives if they hold them at the end of the game.
Deployment zones – Each play may deploy units at least 8” from the table centre Line on any part of their table side. Units may be deployed into towns and woods if they are at least half in the Players’ deployment zone. 
Reserves - Each Player must keep double the normal number of reserve units. Reserves may enter anywhere along the player’s table edge.
Flank Marches – Neither player may Flank March.  
Pitched battle - The armies deployed to defeat each other and take the opponent’s ground. 
Neither player may select a Village terrain feature in a Pitched Battle
Objectives - Each player must place two objective markers he will try to capture in his opponent’s half of the table whilst trying to defend the two placed by his opponent in his half by the opponent. Objective markers are placed on the opponent’s table side at least 12’’ from the table centre Line, 6” from any other edge and between 18” and 30” apart. Players only count the objective markers they hold in their opponent’s half of the table for victory points. A further neutral objective is located in the very centre of the table and may be claimed by either player.
Deployment zones – each play may deploy units up to 8” from the table centre Line on any part of their table side. Units may be deployed into towns and woods if they are at least half in the Players’ deployment zone. 
Reserves - Each Player must keep the normal number of reserve units. Reserve units enter from the centre point of their table edge.
Flank Marches - Each player may allocate 1 Cavalry unit to attempt a flank march.  
Flank Attack – An Attacker is seeking to turn his opponents flank by a surprise attack.
Objectives - Both sides place only one objective marker each. Both objective markers are placed on the defender’s table side at least 12’’ from the table centre Line, 6” from any other edge and between 18” and 30” apart. Both players will count any objective markers they hold for victory points. 
Deployment zones – each play may deploy units at least 8” from the table centre Line on any part of their table side. Units may be deployed into towns and woods if they are at least half in the Players’ deployment zone. 
Reserves – Only the Defender must keep a reserve and must double the usual required number. Reserve units enter from the centre point of the defender’s table edge.
Flank Marches – Only the Attacker may Flank March and must allocate 2 units to Flank march on one side of the table only. For this scenario the usual rule that only Cavalry may flank march is lifted.  Armies that chose the Staff option may flank march with one unit more or less so may effectively flank march between 1 and 3 units.
Breakthrough – One army is desperately trying to escape or break through to the enemy rear.
Objectives - There are no objective markers in this game instead the attacker gains a victory point for each unit he exits from his opponents table edge in good order and the defender gains a victory point for each of the attacker’s units that do not exit. Units that exit Shaken do not score points for either side. Normal points are also scored for destruction of enemy units. Attacking units that are destroyed only count their usual victory point value to the defender and do not add the additional point for also not having escaped. Attacking units that exit the table still count when assessing whether the attacking army must test to Quit the field (in other words the attacker must still have half his starting units actually eliminated before being required to take an Army morale test).
Deployment zones – each play may deploy units at least 8” from the table centre Line on any part of their table side. Units may be deployed into towns and woods if they are at least half in the Players’ deployment zone. 
Reserves – Only the Defender must keep a reserve and must double the usual required number. Reserves must enter from the centre point of the defender’s table edge.
Flank Marches – Neither player may Flank March. 
12.7 Table size, number of terrain pieces and terrain placement
A 500 point competitive or ‘pick up’ game is designed to be played on a table 4 feet wide by 3 feet deep to a maximum of 5 feet wide and 4 feet deep (players with 6’ x 4’ tables will have plenty of non game area in which to place table clutter). 
Terrain choice and placement is part of the tactics during game set up. Each player should ideally bring to the table some terrain pieces suitable to their army measuring between 5” to 7” on a side and capable of being occupied by a single Infantry unit. Each Player is normally allowed to place only one terrain piece and only one village (or defensible enclosure) is allowed so after a village has been placed neither player may place another. Some Army and Officer Character choices will allow a player to place an additional terrain piece (other than a village). If a player has less Cavalry units than his opponent he may lay an additional rough ground or woods terrain feature after his opponent has laid his terrain piece.
12.8 Terrain placement
Starting with the Defender, the players alternate placing a single piece of terrain anywhere on the table (including in their opponent table side) with the limitations that:
  • Unless allowed by a special characteristic the type chosen must differ from the last laid (usually by your opponent):
  • terrain pieces may not overlap;
  • a wood, village or rough ground must be placed at least 6” from any other terrain piece already on table (including a hill) or from a table edge;
  • a hill may placed it may be placed anywhere on the table.
The order in which terrain pieces are placed is therefore another area for tactical battle. The 6” gap will allow units to pass outside of an enemy occupied terrain piece with the minimum 2” separation from the enemy.
Players with special army terrain options must lay any additional terrain piece immediately after they select their Army and Officer Character and any Special Assets.
Terrain choices are Villages (or stoned walled enclosures), Forest/Wood/Orchard, hill, or rough ground. Only one Village may be chosen so will often go to the defender if he chooses it first. A Village may not be chosen in the Pitched Battle scenario. Open spaces may not be chosen! Other table scatter and trees, vignettes and clutter should be spread around but have no effect on play.
12.9 Placing Holding and taking Objectives
Each player takes it in turn to place an objective marker as provided in the rules for each scenario. Distances for measurement to a marker are to its centre and the measurements in the scenarios should be adjusted to allow for smaller tables if the minimums cannot practically be met. In general the centre of an objective marker should therefore be at least 12” from the table centre and 6” from table edges. 
At the end of a game a player that will count victory points for an Objective rolls a dice halves and then adds one to the result (i.e. 1ds+1) so that on a roll of 1 or 2 it is worth 1 victory point, 2 or 3 it is worth 2 and on a 5 or 6 worth 3. Army Commander fortune dice can be used to re-roll these victory point rolls. 
Objectives are held by the last unit closest to and within 4” of the marker and not Fleeing (i.e. in good order or Shaken) before the game ended (a Fleeing unit that passes a marker does not count unless it rallies as the last closest!). If players had units of equal distance from an objective then the following ‘Trumps’ shall apply:  Formed or Light Infantry over any; Artillery over Cavalry and permanent Loose Order units, Formed Cavalry over permanent Loose Order units, permanent Loose Order units of any type roll off and if types are the same the unit in good order prevails otherwise roll off.
12.10 Deployment of Units, General Officers and Special Assets 
Commencing with the defender the players alternately place a single unit, General Officer or Special Asset on the table at least 8” from the table centre line. Players don’t have to announce any units they have in reserve or flank marching but simply announce they have finished deploying and any remaining units, General Officers and Special Assets must be the required number of Reserves and any voluntary flank marchers. General Officers and Special Assets held off table may enter with either reserves or flank marchers at a player’s discretion (this helps keep some fog of war in the game!). 
Linear doctrine units may be deployed in Attack Column formation, or Column doctrine units deployed in Line formation during deployment of on table units at the beginning of a game if a General officer is attached to the unit and deployed with it and together counting as a single deployment choice. 
Terrain features that are at least half in the player’s deployment area may be occupied by a deploying unit. Units may deploy in any formation or facing and may only later be moved to make room for new units if it is a matter of up to half an inch. 
12.11 Reserves and Flank Marches
Each army Must keep a single unit off table at the start of the game that are considered to have straggled or been allocated as reserves. A player may not elect to keep more units in reserve unless he chooses an Army or Officer Character or Special Asset that allows him to. If the army includes Guard units then one of those units must be chosen to be the off table reserve and will remain in reserve if any are kept after application of special assets. Guards may not flank march unless you are the attacker in the Flank Attack scenario.
If allowed by the scenario each player may retain Additional units off table to flank march (he must still keep the required unit in reserve unless a special asset of army or officer character choice allows variation of this restriction). The scenario and officer character chosen will affect how many units may additionally be kept off table to flank march but the normal limitation is that only one unit of Cavalry may flank march. 
If a General Officer is retained to be in reserve or flank march +1 may be added to the arrival rolls of either the reserves or a flank march but the player must declare which the general officer will be arriving with and the bonus applies only to those arrival rolls. A roll of 1 is always a fail as usual. Such a general must arrive attached to the first unit of reserves or flank march that arrives. Other units arriving on that flank will not benefit form the bonus after the first. A General Officer may only flank march if accompanying a unit.
12.12 Rolling for arrival of reserves and flank marching units
Arrival of reserves and flank marching units is determined by a voluntary roll weighted to success as the game proceeds. A player is not obliged to roll for either flank marches or reserves but once he commences to roll for either flank marchers or reserves he must continue to do so at each opportunity for each off table unit in reserve if he has rolled for reserves or flank marching if he has rolled for flank marchers.
After a player has in turn selected all his on table units to take any rally and movement actions he must next select off table units that are flank marching or if not selecting flank marchers roll for arrival of reserves. If one player finishes first the enemy continues until he to has selected all on table units and any reserves or flank marchers he has commenced to roll for. When selecting off table units the player need not announce which of the reserves or flank marchers he is rolling for and may select any unit that has not yet arrived if he rolls successfully. Off table General Officers and Special Assets are not rolled for separately and enter with units (General Officers with the first of either reserves or flank marchers as the player desires and a Special Asset with any unit to which it must be attached).
A separate roll is made for each of the units in a position of reserve or flank march that has not yet arrived taking it in turn alternately with the other player as usual (so one player may be rolling for off table units whilst his opponent is selecting on table units if he has more units that have already taken actions or been pre empted by enemy charges). A successfully arriving unit must take its move before the player rolls for any additional off table units as he should not know whether he will receive more reinforcements or flank marchers before he makes his arrival move.
For each unit roll a dice and consult the table below.  If a player has commenced to roll for flank marches he must select to roll for flank marching units (providing he has elected to start rolling for flank marchers) before he elects (or must) roll for reserves. This order of rolling should allow the enemy some opportunity to respond to enemy flank marches with his own reserves.
Turn
1
2
3
4
5
6 +
Dice roll required for each and every reserve unit to be rolled for
6
5+
4+
3+
2+
2+ @
Dice roll required for each and every flank marching unit rolled for 
Not allowed
6+
5+ 
4+ 
3+
2+ @
@ A roll of 1 is always a fail despite any modifiers
12.13 Entry movement and actions of reserves and flank marches
Reserve and flank marching units arrive with either a normal or complex move for their desired formation. If they wish to arrive with a normal move the desired formation is centred behind the table edge at the entry point and the move is measured from the table edge as a normal move (for example measurement of any wheel from the outside corner of the unit). Units entering with a normal move may still shoot but may not charge that turn.
If the unit wishes or needs to use a complex move to enter the table the stands must all be placed within its complex move distance of the point of entry. As it has made a complex move it may neither shoot nor charge. Artillery must use complex moves if they wish to enter the table unlimbered.
The entry point for Reserves is noted in each scenario usually being the centre of a home table edge. The entry point for a flank march is anywhere on his opponents half of either neutral table side edge.
The side a flank march will arrive is announced on the turn on which the owning player first elects to roll for flank marchers (which keeps some of the Fog of War alive). If he is unsuccessful then dust clouds or reports have given the game away.
Off table units must attempt to enter the table outside of 2” of enemy units. If both players elect the same side to flank march the units are assumed to have slipped past each other on different roads. Reserves and flank marching units are always in command on the turn they enter whether in command radius or not. 
12.14 Playing with larger forces on larger tables
If the points limit is increased then table size, the number of terrain pieces and game length should increase proportionally.
For Larger tables with higher points limits, players may choose to lay more terrain pieces but risk slowing down their game. A rough guide is a total of 2 base pieces (one each) for a 4 feet wide table, 3 (defender lays two and attacker only one) on a 5 foot wide table and 4 (two each) on a 6 foot wide table. Special army and officer character terrain placements are in addition.
The game length should be increased by rolling in turn 6 instead of turn 5 using points up to 600, in turn 7 for points between 601 and 800. 800 points is the practical limit for games using the standard rules. Rules for games using larger forces and adopting a brigade structure will be covered in a supplement also dealing with the Cap, Rifle and Percussion period.
A game at 600 points with a single extra turn is suitable for a table 4-5 feet wide and 4 feet deep.
A game at 601 – 800 points with two additional turns is suitable for a table 5 to 6 feet wide and 4 feet deep. 
13.1 Representation of Large Units
F&G assumes units that are extremely large numerically will be splti into & fight as 2 ‘wings’ or pairs of squadrons each represented by a normal sized unit & larger or tougher average battalion sized units will be represented by the Strong upgrade
Some Players prefer the bulk of a larger unit to be shown more visually or just like the heft of more stands per unit! Alarger unit may also be thought to represent a multiple battalion Regiment in which the battalions operate together. LArge Batteries are already allowed for & consist of 3 stands. LArge Cavalry & Infantry units will consist of 6 stands & cost an additional 20pts (only 10 if 2nd lass) They are Dispersed when they have lost 4 stands (all 3 if Art) Large units gain a bonus +1 in Combat but suffer the usual negative modifier for lost stands when in Combat, the first of which is effectively cancelled by the bonus for being Large. Large units are too unwieldy to make Desperate Charges.
Large units form a Column of Attack either 2 or 3 stands wide at the Player’s election. Large units may Shoot 6 stands but are subject to the normal prohibition on splitting fire due to the difficulty of fire control of such units. LArge units are not Dispersed until they have lost a 4th stand & may re-roll a failed Morale test due to failure to Save a single Hit (If they failed to Save >1 Hit they must accept the failed roll like any other unit)
13.2 Emergency Squares
The design of the F&G Turn sequences assumes that if a Player wants to be safe from Cavalry attack he will put a Foot unit into Square the Turn before it may happen or risk doing so when it is his turn to move subject to the Initiative roll in any given Turn. This design is to remove sub-sequences that slow play. However, for a further level of detail the following rules for Emergency Square may be used (noting an emergency or ‘rally’ square is not a Shooting formation & represents the crowding together of all men in the unit prior to shaking out into a formal Square formation when chance or danger permit. A Formed or Light Infantry unit that is not itself Charging & that is Charged by Cavalry may attempt to form Emergency Square. After the Charging unit is moved to contact & any Morale test is taken (& results applied) the owning Player declared his intention to attempt Emergency Square & takes a Leadership test for the unit. If the test is passed the Infantry are placed in Square formation touching the Cavalry but gaining only +2 in the following Close Combat instead of the usual +3 as the incidental use of muskets included in that higher factor will not be possible this Turn.The unit has performed a Complex Move so may not Shoot at its attackers. It reverts to a normal Square formation if it survives the Combat. If the Leadership test is failed then unlike a normal Leadership test there is a Morale consequence & the unit becomes Shaken (or Flees if already Shaken) & remains in its current formation & may not fire at its attackers due to confusion. If it Flees the Charging Cavalry unit may Charge On if eligible)



13.1 Representation of Large Unit 
F&G assumes units that are extremely large numerically will be split into and fight as two ‘wings’ or pairs of squadrons 
each represented by a normal sized unit and  larger or tougher average battalion sized units will be represented by the 
Strong unit upgrade. 
Some players prefer the bulk of a larger unit to be shown more visually or just like the heft of more stands per unit! A 
larger unit may also be thought to represent a multiple battalion Regiment in which the battalions operate together. 
Large Batteries are already allowed for and consist of 3 stands. Large cavalry and infantry units will consist of 6 stands 
and  cost  an  additional  20  points  (only  10  if  2nd Class).  They  are  dispersed  when  they  have  lost  4  stands  (all  3  if  an 
Artillery unit). Large units gain a bonus +1 in combat but suffer the usual negative modifier for lost stands when in combat 
the first of which is effectively cancelled by the bonus for being Large. Large units are too unwieldy to make Desperate 
Charges. 
Large units form a Column of attack either 2 or 3 stands wide at the player’s election. Large unit lines may shoot 6 stands 
but are subject to the normal prohibition on splitting fire due to the difficulty of fire control of such units.  
Large units are not dispersed until they have lost a fourth stand and may reroll a failed morale test due to failure to save a 
single hit (if they failed to save more than one hit they must accept the failed roll like any other unit). 

13.2 Emergency Squares 
The design of the F&G turn sequences assumes that if a player wants to be safe from cavalry attack he will put a foot unit 
into square the turn before it may happen or risk doing so when it is his turn to move subject to the initiative roll in any 
given turn. This design is to remove sub-sequences that slow play. However, for a further level of detail the following rules 
for Emergency Square may be used (noting an emergency or ‘rally’ square is not a shooting formation and represents the 
crowding together of all men in the unit prior to shaking out into a formal square formation when chance or danger permit. 
A formed or Light infantry unit that is not itself charging and that is charged by cavalry may attempt to form Emergency 
Square.  After  the  charging  cavalry  is  moved  to  contact  and  any  morale  test  is  taken  (and  results  applied)  the  owning 
player declares his intention to attempt emergency square and takes a leadership test for the unit.  
If the test is passed the infantry are placed in square formation touching the cavalry but gain only +2 in the following close 
combat instead of the usual +3 as the incidental use of muskets included in that higher factor will not be possible this turn. 
The unit has performed a complex move so may not shoot at its attackers. It reverts to a normal Square formation if it 
survives the combat. 
If the leadership test is failed then unlike a normal leadership test there is a morale consequence and the unit becomes 
shaken (or flees if already shaken) and remains in its current formation and may not fire at its attackers due to confusion. 
If it flees the charging cavalry may Charge On if eligible.      

Game set up example set in 1812 in southern Russia where the Austrians have crossed the border…..
The players have selected the following armies:
Austrian - 4 Line Infantry 240, 2 2nd Class Infantry 80, Foot Battery 70, 1 Line Heavy Cavalry 90 and allowance of 20 points for Special Assets = 500
Russian - 4 Line Infantry 240, 1 Line Heavy Cavalry 90, 1 2nd class Loose Order Cossack 50, Large Foot battery 110 and allowance of 10 points for Special Assets = 500.
Step 1 – Players roll 1d6 each and add them together to determine the scenario and respectively roll a 3 & 4 adding to 7 and indicating a Pitched Battle. There will be no town terrain feature, a neutral objective in the very middle of the table, either play may flank march and both Must keep one reserve unit off table (note; you cannot use a reserve to flank march).
Step 2 – The players compare the number of their Cavalry units. The Russian has two and the Austrian only one so the Russian wins the scouting advantage which in a Pitched battle effectively means choosing whether or not the be the attacker and setting up first or second. The Russian elects to be the attacker so is likely to have the last deployment placement.
Step 3 – As the Austrian is the defender he places his terrain piece anywhere on the table (outside of 6” of a table edge if it is rough or dense). He elects an unorthodox opening and lays a rough ground just on the Russian side of the table middle Line (perhaps with a view to selecting Frontier School as his general’s character). The Russian now responds by placing a hill on his side of the table where he can deploy his Large foot Artillery battery (so will make sure its crest is within 1” of his deployment area boundary). As the Austrian is outnumbered in Cavalry units he may now elect to place a further piece of rough ground or a wood. As normal these features must be placed outside of 6” of another terrain feature or the table edge (a hill does not have those limitations when being placed). He elects to reduce the Line of fire from the hill into his side of the table and lays a wood at least half inside his own deployment area.
Step 4 – Starting with the defender each player places his two objectives on his opponent’s side of the table. In a Pitched Battle either player can score points for the neutral objective and from their own objectives placed in the opponent’s side of the table.
Step 5 – The defender must now choose Army and Officer Character and Special Assets. The Austrian chooses Lands of Empire for his army character and immediately moves the neutral objective 6” towards his table edge and chooses Frontier School for his Officer Character boosting his 2nd class units to Light Infantry he plans to push into the wood and rough ground. For the 20 points his army list allows him in Special Assets he chooses the Ambush Deployment Ruse and will throw his reserve into the wood he plans leave empty during deployment and selects Spies and Prisoners so the Russian will have to tell him which side he is flank marching if he elects to (he is worried about those nasty Cossacks). He also elects to use the special rule for his army and swaps a Line Infantry unit for a unit of permanent Loose Order Tyrolean Jager with rifles to snipe at that Large Russian battery from outside its canister range. The Russian is not concerned with morale and goes for unit strength boost for his Line quality Infantry with Serf Soldiers and selects a Cossack Ataman for his Officer Character choice. For the 10 points her allowed for Special Assets he chooses a Hero to give his commander a 4th fortune re-roll.
Step 6 – As defender the Austrian must commence the alternating deployment of on table Special Assets, General Officers and units. Play proceeds as follows:
Placements Austrian Russian
1st Spies and Prisoners Vignette (most Special Assets have the added bonus as being usable as a deployment choice. This one has no effect on play other than being aesthetically pleasing!) Army Commander 
2nd Army Commander Hero (some Special Assets require the General Officer or unit they will be placed with to be on table before they can be used as a deployment choice)
3rd 2nd Class Grenzer light Infantry unit As it is obvious the Large Artillery battery on his hill
4th Line Infantry Line Infantry 
5th Line Infantry Line Infantry
6th Line Infantry Line Infantry
7th Tyrolean Jagers Heavy Cavalry
8th Artillery battery Announces he has finished on table deployments and those not deployed must be flank marching or in reserve. As he does not have Staff the flank marching is only allowed to Cavalry so the Cossacks must be flank marching (more than likely with the Ataman attached to give a +1 bonus to arrival rolls) and the 4th Line Infantry unit is in reserve.
Also announces he has finished on table deployments leaving his further 2nd Class Grenzer unit in reserve.
Because the Austrian has Spies the Russian must now tell him which side he is flank marching. The Russian declares he will flank march on the table side furthest from the empty wood. The Austrian is a bit stymied and elects not to use his Ambush Deployment Ruse and Leaves the Grenzer in reserve so they will be close to the threatened flank when they arrive in the centre of his table rear edge.
Step 7 = Only the Austrian has Light or Loose Order Infantry he may now elect to make a simple or complex move of up to 6” with his on table Grenzer unit. He must make a successful command test at a base of 4+, +1 because he is a Light Infantry unit and a further +1 because the unit is within 6” of his Army Commander. He is successful and makes a complex move to enter the empty wood (the unit was deployed with every part of one stand able to be inside the boundary of the wood with a 6” move and thus allowing the whole unit to occupy the wood).
Step 8 – Begin game turn 1 by rolling for initiative.

INDEX

PART 1 MECHANISMS AND CONVENTIONS
1.1 Unit representation and table size
1.2 Basing & unit status markers 
1.3 Table and Game size
1.4 Troop types and classes
1.5 Measurement
1.6 Formations and placement of unit stands in alignment
1.7 Linear, Column and Mixed Doctrine Infantry
1.8 Testing against characteristics
1.9 Discipline and Resistance Saving Throws 
1.10 Front, flank and rear zones and attacks
1.11 Flank Support
1.12 Rear Support

PART 2 TURN SEQUENCE and GAME PLAY SUMMARY
2.1 Game turn sequence and Game play summary
2.2 Random Events
PART 3 COMMAND CONTROL, GENERAL OFFICERS and FORTUNE
3.1 Independent General Officers
3.2 Command radius and units in and out of command
3.3 General Officer movement
3.4 Benefit of and restations on attaching General Officers
3.5 The Command Test
3.6 Risks to General Officers 
3.7 ‘Bumping’ General Officers and Line of sight
3.8 Fortune and re-rolling dice
PART 4 REMOVING STANDS and  UNITS, TROOP STATE, MORALE and RALLYING
4.1 Stand and unit removal
4.2 Unit state
4.3 Taking and passing a Morale test 
4.4 Fleeing as a result of a morale test
4.5 Rallying Fleeing or Shaken units 
4.6 Army Morale
PART 5 UNIT ACTIONS – NORMAL MOVEMENT and RALLYING
5.1 Overview of selecting a unit to act
5.2 Types of voluntary movement and command tests for complex moves 
5.3 Compulsory moves – Fleeing and Retiring
5.4 Passing through friendly units (a Passage of Lines or Interpenetration)
5.5 Moving Artillery batteries 
5.6 Leaving and entering the table
5.7 Proximity to enemy units
PART 6 UNIT ACTIONS -  CHARGING AND CHARGE RESPONSES
6.1 Charging overview
6.2 Basic charge procedure 
6.3 Charge restrictions
6.4 Desperate charges
6.5 Cavalry ‘Charging On’ when their target Flees
PART 7 SHOOTING
7.1 Shooting overview
7.2 Summary of conducting shooting
7.3 Eligibility to shoot and shooting from dense terrain and squares
7.4 Target priority and prohibition on splitting fire
7.5 Number of attack dice rolled when shooting 
7.6 Shooting modifiers and saving rolls
7.7 Order of fire
7.8 Hits, saves and stand losses
7.9 Visibility and overhead shooting 
7.10 Artillery Ammunition
7.12 Howitzers
PART 8 CLOSE QUARTERS COMBAT
8.1 Close combat overview
8.2 Order of resolving close combat and splitting multiple unit combats
8.3 Method of resolving combats including two unis versus one
8.4 Close combat modifiers
8.5 After combat 
PART 9 SKIRMISHING, LOOSE ORDER AND IRREGULAR UNITS
9.1 Representation of Skirmisher companies, brigade skirmish Lines and specialist battalions
9.2 Loose Order units and Irregular unit restrictions
9.3 Warrior Infantry
PART 10 TERRAIN REPRESENTATION AND EFFECTS
10.1 Terrain overview
10.2 Representation and types of terrain 
10.3 Dense Terrain (Villages, Woods and Fieldworks) 

10.4 Entering and leaving dense terrain

10.5 Shooting and fighting from dense terrain

10.6 Rough Ground, Hills and other features

10.5 Terrain effects on support

10.6 Terrain effects chart
11 PUTTING AN ARMY TOGETHER 
11.1 Anatomy of your force and Army Commander character, Army character and Special Assets
11.2 Core Infantry morale grade and force construction limitations
11.3 General Officer and unit quality cost and upgrades 
11.4 The army lists with unit upgrade options
11.5 Special Assets
PART 12 SCENARIO PLAY 
12.1 Scenario overview 
12.2 Game length 
12.3 Victory points 
12.4 Scenario procedure and the army options
12.5 Determine the scenario 
12.6 The Scenarios
12.7 Table size, number of terrain pieces and terrain placement
12.8 Terrain placement 
12.9 Placing Holding and taking Objectives
12.10 Deployment of Units, General Officers and Special Assets 
12.11 Reserves and Flank Marches
12.12 Rolling for arrival of reserves and flank marching units 
12.13 Entry movement and actions of reserves and flank marches
12.14 Playing with larger forces on larger tables


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GAME SET UP AND SCENARIO PLAYSHEET
Setup sequence
    1. Determine the Scenario – Players both roll 1d6 adding them together and consulting the scenario table. 
    2. Scouting– Declare Army list and composition. Most cavalry units Out-scouts (less Heavy win or roll off) and chooses Attacker & Defender. 
    3. Set Up Terrain – One terrain piece each, defender places first. No terrain may be the same as the last laid. 1 town only and if allowed by scenario. Army with less cavalry may lay a wood or rough ground after both players have laid terrain.
    4. Place Objectives – defender places first per scenario briefing.
    5. Select Army and Officer Character – Defender announces Character of Army and Commander and any Special Assets followed by attacker.
    6. Deploy Units, General Officers and Special Assets that will start the game on the table - Defender first then alternate placing on table units, general officers and special assets until only flank marching and reserves left. Flank marching units must be in addition to units placed in Reserve. Action Ruses.
    7. Light Infantry moves – Attacker then alternating roll command tests (+1 for Light Troops, +1 for an General Officer attached and +1 if in command of the Army general) to take a move action with Light and Loose Order infantry. 
    8. Begin the first turn – Roll for Initiative in accordance with the game turn sequence.

2-3
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Assault
Fieldworks - After terrain and objectives are placed Defender may swap any unit for field works capable of holding one infantry or artillery unit laid on a hill or in open ground. The swapping does not affect how many units the Defender has in his army for army morale purposes or the number of units that must keep in Reserve .
Objectives- One each laid in defender deployment zone. Both players will count any objective markers they hold for victory points. 
Reserves enter centre table edge.

4-6
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Contested Ground
Objectives- One each laid on the table centre line. Both players will count any objective markers they hold for victory points. 
Reserves -Reserves may enter anywhere along the player’s table edge
7-9
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Pitched Battle
Objectives- Two each laid in opponents deployment zone plus one neutral on centre of table. Only count neutral and own objectives for victory points. 
Reserves enter centre table edge.
Neither side may choose a Village terrain feature to place
10-11
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Flank Attack
Objectives- One each laid in defender deployment zone. Both players will count any objective markers they hold for victory points. 
Flank Marches – Attacker must allocate 2 units to Flank march on one side of the table only of either cavalry or infantry or both. 
12
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Breakthrough
No Objectives. Attacker 1 VP for each unshaken unit he exits from opponent’s table edge and the defender 1 VP for each attacker unit on table at end of game. Normal points are also scored for destruction of enemy units (attacker units destroyed do not also count as being on table at end of game). 
PLAY SHEET 1
TURN SEQUENCE
1. Determine the Initiative and move General Officers
– each player rolls 1d6 and adds 1 if they did not have the initiative last turn and 2 if they eliminated more enemy units last turn. The non-initiative player then moves his General Officers followed by the initiative player. If scores are equal a random event occurs to a randomly selected player. Rolld6 for game length in Turn 5 (1-2 ends after turn 6, 3-4 after turn 7 and 5-6 after turn 8).
2. Rally and Move units - Starting with the player with the initiative units are chosen to first Rally if necessary then conduct any allowed or compulsory actions. Units already contacted by an enemy charge may not be chosen and may not rally. Units in command may make simple moves automatically but units out of command and any units that wish to make complex moves must pass a Command test (+1 for any General Officer is attached and a further +1 if in command of the Army Commander). Units out of command only roll once and if they pass may make complex or simple moves.
3. Alternately shoot at Target units - Initiative player shoots all units that will shoot at a single enemy unit then the target unit must make saves, morale tests and results are applied immediately. The other player, and then alternating, similarly targets and resolves all shooting at a single enemy unit. Each unit only shoots once.
4. Conduct close quarters combats – Resolved in an order chosen by player with initiative. Iimmediately apply results and any resulting morale checks as each combat is resolved.
5. Check Army morale – and start a new turn if the turn limit has not been reached and neither army has quit the field

Random events The player that had initiative last turn rolls 1d6; 1-3 him, 4-6 his opponent. That player then rolls 1d6.
1. “Fear”
– Immediately test the morale of any single unit of the enemy’s choice -2 to dice roll.
2. “Dissent!” – Enemy selects General Officer to test roll 1d6 on 1-3 he is incapacitated.
3.
“Child of Fortune” – Add one Fortune point to your commanders cup.
4.
“A cunning plan” – Select a unit to immediate rally or automatically be in command this turn.
5.
“Ammunition” – Arrives and allows one unit to re roll its misses this turn. 
6.
“Confusion” – Select one enemy unit to undergo an immediate morale test -2 to die roll.
MOVEMENT DISTANCES
Random Flee moves are 2d6” (Infantry and Foot Artillery) / 3d6” (Cavalry and Horse Artillery). Charge bonus movement after a successful Command test (+1 if General Officer attached further +1 if in radius of Army Commander) is 2”/3”. General Officers move 15” as the crow flies so to speak and are not inhibited by terrain or the enemy. Simple and complex move distances are:

Line formation
Attack Column
March Column
Complex move
Infantry
6”
9”
15”
6”
Cavalry
9”
12”
21”
9”
Foot Artillery
NA may Bricole 2” forward or back while unlimbered
9” limbered
9” limbered
6” Prolong, limbered to unlimbered or unlimbered to limbered
Horse Artillery
May Bricole 2” forward or back while unlimbered
18”  limbered
18” limbered
15” Prolong, limbered to unlimbered or unlimbered to limbered
All Simple moves by units commencing their actions in Loose Order are increased by 3”.
PLAY SHEET 2
Unit types qualities and costs 
Unit and Quality
Combat 
Shooting
Command
Save
Morale 
Cost  @
Base # of Stands
Elite Infantry
5
4+
4+
4+
3+
80
4
Line Infantry
4
4+
4+
4+
4+
60
4
2nd Class Infantry
3
4+
4+
4+
5+
40
4
Warrior Infantry 
4
-
5+
4+
4+
40 
4
Elite Cavalry
5
-
4+
4+
3+
100
4
Line Cavalry
4
-
4+
4+
4+
80
4
2nd Class Cavalry
3
-
4+
4+
5+
60
4
Horse Artillery
4
4+
4+
4+
4+
80 @
2
Foot Artillery
4
4+
4+
4+
4+
70 @
2
Units that are permanently in Loose Order cost 10 points less if infantry and 20 points less if cavalry, regular Formed Light Infantry cost 10 points more. @ Large batteries with an additional stand cost 30 points more.

TERRAIN EFFECTS
Terrain
Rough Ground
Woods
Village
Field Fortifications
Hill
Stream
Effect on Movement 
NB Complex move distance is not affected by terrain
Distance doubled whilst any part of any stand is still passing through the rough ground except to Loose Order units and Fleeing troops
Infantry only and requires a complex move if Formed unless charging the wood. All troops stop on entry for that turn. 
Infantry only and requires a complex move if Formed unless charging the village. All troops stop on entry for that turn.
Count as a Village but may be entered by Artillery

Only crossable at points declared to be fordable and then treated as rough ground
Effect on Line of sight and shooting
Nil
Blocks and -1 to hit occupants however Artillery shooting Ball Shot will still roll a double hit on a natural 6. Only half (rounding up) of stands may shoot out.
Blocks and -1 to hit occupants however Artillery shooting Ball Shot will still roll a double hit on a natural 6. Plus 1 to saving throws. Only half (rounding up) of stands may shoot out.
Blocks and -1 to hit occupants however Artillery shooting Ball Shot will still roll a double hit on a natural 6. Plus 1 to saving throws. Only half (rounding up) of stands may shoot out.
Blocks if more than 1” from a crest
Nil
Effect on close quarters combat
No advantage over Loose Order units, Cavalry no charge bonus, Infantry need not take morale test if charged by Cavalry if at least half the stand contacted  in.
Defender +1. No bonus for charging and no advantage over Loose Order units.
Defender +2. No bonus for charging and no advantage over Loose Order units.
Defender +2. No bonus for charging and no advantage over Loose Order units.
Defender +1.
Banks of fords may be defended as if uphill.


PLAY SHEET 3
SHOOTING
Stands roll 2 dice when shooting if stationary and 1 if moving plus 1 dice per stand if shooting canister or shell. Squares and units in villages or woods may only shoot two stands.
Range
6” 
9” 
12” 
24”
30” 
Weapon
- Musket
- Canister
- Formed Rifle
- Heavy Artillery Canister
- Skirmishing Rifle
- Ball and shell
- Heavy Artillery Ball & Shell
When rolling shooting attack dice modify the rolled numbers by:
  • Adding one for each of having a dense target (square or column) and shooting at Cavalry;
  • Deducting one for each of being Shaken, having a Difficult Shot (all enemy in Wood*, Village or Works or at deployed Artillery or Loose Order units in open or rough ground. Only one applies.). (*except to Artillery firing Ball). 
All saving rolls are 4+ deducting 1 if for hits caused by Canister or Ball and not in a village or fieldworks. Shooting rolls of a natural 6 that are not subject to any penalty are two hits.
If hits equal to the stand strength (normally 3, but 4 if Strong) are unsaved a stand is removed. If any hits are not saved then a morale test must be taken.
MORALE TESTS and taken by rolling 1d6 and modifying the rolled number by +1 for General Officer Attached and -1 if caused by canister fire. Unit Morale tests must be taken by a unit whenever:
  • It fails to save any hit when shot at whether it lost a stand or not. If any unsaved hit was from Artillery using Canister or Ball ammunition then a -1 modifier will usually apply (but also see terrain effects in Part 10.6) so Artillery shooting attack dice should be rolled and saved separately;
  • A friendly unit of equal or higher morale rating passes through it while Fleeing. Units that will disperse due to being reduced to one stand by Fleeing or combat and units that are only Retiring from a combat do not cause this test;
  • A “Guard” unit Flees within 12”. This test is taken once only by each unit for the Fleeing Guard unit.
  • Infantry or Artillery contacted by the charge of unshaken Formed enemy Cavalry. Test is not taken if unit has flank support to Both flanks or is in square or either unit will count as being in rough ground on contact. The test is taken immediately the charging unit moves into contact.
  • Any unit charged in its flank or rear by unshaken enemy. The test is taken immediately the charging unit moves into contact;
  • Cavalry that wish to counter-charge.
The test to Rally when a Shaken or Fleeing unit is chosen to act is also a Morale test but failing a rally test does not change the unit state.
Command Test A unit must pass Command Test by rolling equal or above their command value (usually 4 but 5 for warriors) whenever: It is a unit that is in command of an General Officer but wishes to make a Complex move; It is out of command and wishes to make any move (If such a unit passes it may make a simple move or a complex move without rolling again);and whether in or out of command and the unit wishes to make a desperate Charge and add bonus 2”/3” to charge movement. The Dice rolls are modified:
+1 for Light Infantry and Loose Order Infantry to make a complex or out of command move;
+1 if
a General Officer is attached and a further +1 if he is the Army Commander;
+1 if in the command radius (but not attached to) the Army Commander.

PLAY SHEET 4
CLOSE COMBAT is resolved by rolling 1d6 per unit and adding or deducting the factors below then comparing each side’s highest dice roll. To close combat quality (2nd Class 3, Line 4 and Elite 5):
INFANTRY
CAVALRY
ARTILLERY
Charging (except against dense terrain) +2 @ 
Charging or counter charging except if an enemy square is involved in the combat or the combat is in rough ground +3 

Square fighting Cavalry +4 or against warriors or Infantry in Loose Order +3
Lancer charging or counter charging +1 including against a square, Lancer stationary or in 2nd round of combat -1

Each flank supported +1
Heavy Cavalry +1
Each flank supported +1
Rear support by unshaken Formed Infantry +1
Rear support by unshaken Cavalry +1 (Loose Order can only support other Loose Order)
Rear support by Unshaken Cavalry or Infantry +1
Uphill +1
Uphill +1
Uphill +1
Defending Village of Fieldwork +2, defending Wood +1
Cavalry in Line formation against single Cavalry unit in column to their front +1
Defending Fieldwork +2
Formed Infantry v square +1


Each stand lost -1
Each stand lost -1
Each stand lost -1
Shaken -2 
Shaken -2
Shaken -2
Loose Order v Formed or Artillery unless either is in rough or dense terrain -2
Loose Order v Formed unless either is in rough terrain -2

Enemy counting as a flank attack -2 #
Enemy counting as a flank attack -2 #
Enemy counting as a flank attack -2 #
Unit in march Column -2
Unit in march Column -2
Limbered -2
Except in rough ground (or if the winning Cavalry is also fighting other Cavalry) double the winning margin if the winning unit is Cavalry and the fighting solely Infantry or Artillery opponents.   @ Infantry do not gain the charging bonus against woods, villages and fieldworks.   # Unless the target has flank support to that flank.
  • A unit that loses and does so by less than its stand strength (standard of 3) it becomes Shaken if it was not already and Retires still facing the enemy and will not count for an initiative bonus next turn). If the loser was already Shaken it losses a stand, turns about, Flees and will count for the initiative bonus next turn.
  • A unit that loses by 3 (4 if Strong) or more will lose a stand for each multiple it loses by, and turn about and Flees (no further stand is lost for this Flee as the unit will already have lost at least one stand in the close combat). Such will count for the initiative bonus next turn. 
  • Drawn combats result in both units becoming Shaken. An already Shaken unit Flees (and will count for initiative bonus next turn). A draw may therefore result in both sides Fleeing! The player’s otherwise then recalculate the combat scores without the bonus for charging and the players roll again (both will Flee if there is another draw). 
  • Artillery that is defeated in combat are eliminated without Fleeing through friends to their rear.