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    GMTGAMES

    RULEBOOK

    Great Battles of the Napoleonic Wars Volume I

    AusterlitzSystem Rules

    Table of Contents1.0 INTRODUCTION . . . . . 22.0 COMPONENTS . . . . . 2

    2.1 Game Scale . . . . . . 22.2 Definitions & Abbreviations . 22.3 Playing Pieces . . . . . . 22.4 Status Markers . . . . . . 3

    3.0 THE TURN . . . . . . 34.0 THE COMMAND SYSTEM . 4

    4.1 Command Counters . . 44.2 Command Change . . 44.3 In/Out of Command . . 54.4 Initiative Determination . . 5

    4.5 Leader Activation . . 54.6 Activations . . . . . . 64.7 Command Breakdown Results 74.8 Using the Command Card . 7

    5.0 MOVEMENT . . . . . . 85.1 Regular Movement . . . 85.2 Strategic Movement . . . 85.3 Road Movement . . . 85.4 Leader Movement . . . 9

    6.0 FACING AND FORMATION 96.1 Facing . . . . . . . . . 96.2 Reaction Zones . . . . . . 96.3 Formations . . . . . . 1 06.4 Involuntary Formations . . 126.5 Multi-Hex Counters . . 13

    7.0 STACKING . . . . . . 14

    7.1 Stacking Restrictions . . 147.2 Stacking Order . . . . . 147.3 Stacking and Combat . . 14

    8.0 COMBAT . . . . . . . . . 148.1 Fire Combat . . . . . . 158.2 Bayonet Combat . . 168.3 Assault Combat . . . . . 168.4 Charge Combat . . . . . 178.5 Combat Results . . . . . 18

    9.0 MORALE . . . . . . . . . 199.1 Morale Checks . . . . . . 19

    9.2 Morale Effects . . . . . 209.3 Artillery Morale . . . . 20

    10.0 RETREATS . . . . . . 2010.1 Retreat Procedure . . 20

    11.0 BREAKPOINT . . . . . . 2111.1 Unit Breakpoint . . 2111.2 Division Breakpoint . . 2111.3 Corps Breakpoint . . 21

    12.0 RALLY . . . . . . . . . . 2112.1 Rally Procedure . . 2112.2 Rallied Routed Units . . 2112.3 Recover ing Cavalry . . 21

    12.4 Rout Loss . . . . . . 2113.0 FATIGUE . . . . . . 21

    13.1 Increasing Fatigue . . 2213.2 Decreasing Fatigue . . 2213.3 Fatigue Effects . . . . . 22

    14.0 REINFORCEMENTS . . 2214.1 Reinforcement Entry . . 2214.2 Reinforcement Delay . . 2314.3 Enemy Presence . . 2314.4 Subsequent Activation . . 23

    CREDITS . . . . . . . . . 23

    Design by David Fox

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    1.0 INTRODUCTION

    December 2, 1805. The ThirdCoalition, a loose alliance of nationsorganized by England to opposeNapoleon Bonapartes imperial

    ambitions, is already in trouble. Of themany grandiose planned invasions andcombined operations, only the Austrianinvasion of Bavaria actually took place.

    This met disaster when Napoleon,reacting with shocking speed,surrounded and destroyed the Austrianarmy at Ulm on October 20. A sluggishRussian army, that had set out inSeptember to link up with the

    Austrians, final ly arrived in November.The Russians joined with the shatteredremnant of the Austrian army, and

    advanced to meet the French in battle atAusterlitz in eastern Bohemia. By thetime the Battle of Austerlitz wasfinished, Napoleon had won the greatest

    victory of his career, shattering theAllied army and decisively ruining theThird Coalition.

    AUSTERLITZis the first game inGMTs Great Battles of the NapoleonicWars series that simulates the battles ofthe Napoleonic Wars on a detailedtactical level. A variety of systems are at

    work here to show the most importantelements of Napoleonic tactics.Command uses a chit-draw mechanismto reflect the chaotic nature of unitoperations on the battlefield. Thecombat system reflects the interaction ofinfantry, cavalry and artillery,particularly emphasizing the variouscombat formationscolumn for rapidmovement, line for maximum strikingpower, skirmish to disorder the enemy,and infantry square as a protectionagainst charging cavalry. Fatigue plays apart as well, simulating the decline ofunit efficiency from fatigue and fr iction,thus encouraging players to keepreserves ready to replace exhaustedformations or take advantage of asudden enemy breakdown.

    Austerlitz is our star ting point becauseit shows Napoleons tactical system at itsfinest. Future games in the series will

    show the decline of the NapoleonicFrench army and the improvement ofNapoleons enemies as they adapted to,and often copied, his tactical model.

    2.0 COMPONENTS

    A complete game ofAUSTERLITZ 1805contains:

    4 Maps (34 x 22 sheets)31/2 Sheets of counters1 Rulebook 1 Playbook 1 Four-page playing aid of charts1 Command Card1 Ten-sided die (0 is treated as 0,

    not 10)

    If you are missing any components, pleasecontact us for replacements:

    GMT GamesP.O. Box 1308

    Hanford, CA 93232-1308

    www.gmtgames.com(800) 523-6111

    2.1 Game Scale

    Each hex represents 150 yards from sideto side. Elevations equal 20 feet perelevation level. Units represent infantrybattalions, cavalry regiments and artillerybatteries. Unit scales are:

    1 Strength Point of Infantry = 100 men1 Strength Point of Cavalry = 50 men1 Strength Point of Artillery = 2 guns

    2.2 Definitions and Abbreviations

    LIM: Leader Initiative MarkerThesemarkers are used to activate variouscombat formations. They dictate thesequencing of game play.

    MP : Movement PointThe cost ofmoving, changing formation andchanging facing is expressed inmovement points. A units movementallowance is the number of movementpoints it may expend in an activation.

    SP: Strength PointThe melee size of

    the unit. Loss of SPs will determinewhen a unit reaches Breakpoint .

    2.3 Playing Pieces

    Infantry Battalion (Front)

    Infantry Battalion (Back)

    Cavalry Regiment (Front)

    Cossacks Regiment (One Side Only)

    Artillery Battery (Unlimbered)

    Artillery Battery (Limbered)

    M u l t i - H e x Counter

    Division Commanders. Many leaders arerated as division commanders for thepurpose of fulfilling certain gamefunctions (essentially because they are

    Corps Affiliation

    (Color Band)

    Division Affiliation

    Morale

    Movement Points

    Unit Name

    (Battalion/Regiment)

    Strength Points

    Firepower

    Disordered

    Unit Name

    Cavalry Type

    Strength Points

    Corps Affiliation

    (Color Band)

    Division Affiliation

    Morale

    Movement Points

    Unit Name

    Disordered

    Cavalry Type

    Strength Points

    Corps Affiliation

    (Color Band)

    Division Affiliation

    Morale

    Movement Points

    Corps Affiliation

    (Color Band)

    Division Affiliation

    Morale

    Gun Size

    Horse Artillery Reaction

    Unit Designation

    (Battery i.d./Corps)

    Strength Points

    Firepower

    Corps Affiliation

    (Color Band)

    Division Affiliation

    Movement Points

    Unit Designation

    (Battery i.d./Corps)

    [Cannot Fire]

    Horse Artillery Reaction

    Nationality Color:

    Blue: French

    White: Austrian

    Green: Russian

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    next in line below corps commanders),though they nominally werecommanders of a brigade.Historically, many nations lacked truedistinctions between divisions andbrigades. One of Frances commandadvantages was that the use of twodistinct levels of command in between

    the regiment and corps levels. This isreflected in game terms by theexistence of special rules for BrigadeCommanders in some scenarios. Theimportant distinction for players to

    remember is the star-rating onthe counter and what thatallows the leader to do in thegame (not his units historicaldesignation).

    Corps Commander

    Overall Commander

    Leader Initiative Markers(LIMs)

    2.4 Status Markers

    Numbered (for SPLoss or Fatigue):

    MoraleLevel:

    CavalryBlown &Recovery:

    Others:

    3.0 THE TURN

    Each turn consists of a sequence of playthat must be followed in the orderpresented below. When all phases of theSequence of Play are finished, so is the

    turn.

    A. Pool P lacement P hase1. Command Change Segment:

    Players who wish to attempt aCommand Change must roll andcheck the Command Change

    Table for the result [4.2].2. Initiative Determination

    Segment: Players determine whohas the Initiative for that turn[4.4].

    3. Initiative Choice Segment: The

    Player with the Initiative for theturn chooses one LIM with whichhe will begin the turn.

    4. Pool Placement Segment: Allremaining available LIMs areplaced in an opaque containerfrom which they can be pickedblindly. This container is calledthe Command Pool.

    B. LIM Activation Phase1. Initiative Activation Segment:

    The LIM that was chosen by theInitiative Player is nowrevealedthat command maynow attempt to activate [4.5].

    2. LIM Selection Segment: EitherPlayer now blindly selects oneLIM from the Command Pool.

    The command that correspondsto that LIM may now attempt toactivate. Activation of a commandallows individual units to move,fire and melee [see rules 5.0-10.0]. Repeat step B.2 until all

    LIMs have been drawn from theCommand Pool. At that point,proceed to the Non-LIM Phase.

    C. Non-LIM Phase1. Initiative Non-LIM Activation

    Segment: The Initiative Playermay pick one Division which didnot have its LIM in theCommand Pool or any one Outof Command unit and perform a

    Limited Activation. OnlyDivisions or lone units mayactivate during this segment,Corps may not.

    2. Non-Initiative Non-LIMActivation Segment: The Non-Initiative Player performs thesame activities as the Initiative

    Player in C.1. Repeat steps C.1and C.2, with Players alternating

    Activations until all eligibleDivisions have had anopportunity to be activated. Ifone player runs out of eligibleDivisions before the other playerdoes, that other player maycontinue performing activationsuntil all of his commands havehad the opportunity to beactivated. At this point proceedto the LIM Removal Segment.

    3. LIM Removal Segment: Bothplayers may remove any of theirown LIMs from the CommandPool. Removal is mostly voluntaryand is performed to prevent acommand from gaining fatigue.However, Divisions at Breakpointmust be removed [11.0].

    D. Rally Phase1. Rally Segment: All units that

    have a Morale Level worse than

    Good may attempt to Rally[12.0].

    2. Rout Loss Segment: Any unitsthat are still Routed retreat onehex and lose 1 SP.

    3. Cavalry Reform Segment: Allcavalry currently under a Blownmarker which have a Recoverymarker may decrease their Blownlevel by one, removing the Blownmarker if required.

    4. Fatigue Segment: Flip allFinished Leaders to their front

    side. Increase and decreaseFatigue levels as described in theFatigue rules [13.0].

    Rank (# of Stars)

    Corps

    Division and Symbol

    Activation Rating

    Corps

    (Cavalry Reserve)

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    4.0 THE COMMANDSYSTEM

    The abili ty of units to moveand perform combat isregulated by the activation of

    their commanders, which is inturn controlled by the random drawing ofLeader Initiative Markers (LIMs). At thestart of the game, the scenario rules tellthe players which LIMs they will use tobegin the battle. New LIMs may be addedto the Command Pool by either player

    when they successful ly attemp t aCommand Change; LIMs may beremoved from the Command Pool

    voluntarily in the LIM Removal Segmentof each turn. LIMs of divisions atBreakpoint must be removed in the LIM

    Removal Segment.

    During each turn, LIMs are drawn atrandom from an opaque container calledthe Command Pool. The commandercorresponding to that LIM may thenattempt Full Activation by rolling equalto or less than his activation number. Ifthe attempt succeeds, that commandersunits may move and fight normally duringthe turn. If the attempt fails, consult theCommand Breakdown Table to see theeffects of the activation failure.

    Alternatively, the commander mayvoluntar ily choose to forgo a Fu l lActivation attempt and instead conduct aLimited Activation (this is automatic,requiring no die roll). Finally,commanders whose LIMs have not beenadded to the Pool may undertake Limited

    Activations in the Non-LIM Phase.

    4.1 Command Counters

    4.1.1 Initial LIMs. Both players initialLIMs are listed in the special rules foreach scenario. These LIMs begin thescenario in the Command Pool. LIMsmay always be voluntarily removed fromthe Command Pool during the LIMRemoval Segment. However, LIMs mayonly be placed back into the pool bysuccessfully attempting a CommandChange during the Command ChangeSegment. LIMs for reinforcements

    likewise enter the pool via CommandChange. Until their specific LIMs havebeen added, they may activate when theReinforcement LIM (or, in some cases,the Independent LIM) is drawn.

    4.1.2 Leaders. There are four types of on-map leadersOverall Commanders,

    Corps Commanders, DivisionCommanders and Special Commanders.

    Overall CommandersOverall Commanders have one ratingprinted on their countercommandrange. The Overall Commandersrange is the maximum number of hexesdistant that a corps commander can befrom the Overall Commander and stillbe able to place his corps LIM into theCommand Pool. Depending upon thescenario being played, the OverallCommander may also have anInitiative Modifier (which is notprinted on the counter, but is listed inthe scenario rules found in theplaybook).

    Division CommandersDivision Commanders have threeratingsan activation rating, apersonality rating and a commandrange rating. The activation rating is

    the number that a division commandermust roll equal to or less than in orderto perform a Full Activation. Thepersonality rating identifies thecolumn on the Command Breakdown

    Table used if that division commanderfails his Full Activation die roll. Thecommand range rating shows thedistance from which a commander canbe from his units for them to still beIn Command.

    Corps CommandersCorps Commanders have tworatingsthe command range rating

    and the division activation modifierThe div ision activation modifier isused to modify activation attempts bydivisions subordinate to the corpcommander that are within hiscommand range during a Corp

    Activation.

    Special CommandersSpecial Commanders with abilitiedifferent from normal division andcorps commanders. The rules foSpecial Leaders are in the Playbook.

    Command Range

    Rank

    (Overall

    Commander or

    Wing Commander)

    Command

    Personality

    Command Range

    Activation

    Corps Affiliation

    (Color Band)

    Rank

    (Division)

    Command

    Activation Modifier

    Command Range

    Rank

    (Corps)

    Corps Affiliation

    Rank

    (Brigade

    Commander)

    Personality

    Command Range

    Activation

    Command Span

    Type

    (Aide)

    Personality

    Command Range

    Activation

    Command Span

    Type

    (Grand Battery Commander)

    Command Range

    Activation

    4.2 Command Change

    After the first turn of the game, playersmay only add LIMs to the Command Pooby successfully attempting a CommandChange. During the Command Change

    Segment, players may announce that theyare attempting a Command Change. Eachplayer may only attempt one CommandChange per turn. A Command Changeis normally attempted by the OveralCommander, however, other commandermay have that ability, depending upon therules of the scenario. Roll on theCommand Change Table for thecommander attempting the change, andimplement the results immediately. The

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    result will either allow that player to addcorps LIMs or division LIMs, or not allowa change.

    4.2.1 Adding Corps LIMs. A corps LIMmay only be added if that corpscommander is within the OverallCommanders command range. When a

    corps LIM is added, any division LIMsfrom that corps already in the pool areremoved. While the corps LIM remainsin the pool, no division LIMs from thatcorps may be added to the CommandPool.

    4.2.2 Adding Division LIMs. A divisionLIM may only be added if that divisioncommander is within his corpscommanders command range.

    4.2.3 Adding the Reinforcement LIM.Scenario rules (see the Playbook) list

    whether a player receives reinforcementsand on what turn they enter the game. Onsuch a turn, the player may automaticallyadd the Reinforcement LIM to theCommand Pool in the Command ChangeSegment (does not require a CommandChange roll). The division LIMs ofreinforcements can only be added througha normal Command Change attempt(unless otherwise overridden by scenariorules). See 14.0 for rules governing the

    activation of reinforcements.

    4.3 In/Out of Command

    4.3.1 Command Range. A commandersCommand Range is the maximum lengthof hexes that a subordinate leader or unitmay be from its superior commander toperform effectively. Command Ranges fora players commanders are listed in theplaybook and on the playing aid card.

    4.3.2 Leaders. Leaders must be InCommand to have their LIMs placed inthe Command Pool. Corps commandersare considered In Command if within thecommand range of the overallcommander. Division commanders areconsidered In Command if within thecommand range of their corpscommander. A leaders In Command/Outof Command status is determined at the

    moment a player successfully rolls for aCommand Change during the CommandChange Segment.

    4.3.3 Combat Units. Unitsmust be In Command to moveand fight when their division isactivated. In Command status

    is determined at the moment the divisionis activated; all units within their divisioncommanders range are In Command.Units that are outside that range areconsidered Out of Commandmark suchunits with an Out of Command marker.Out of Command units may not moveand/or fight when their division isactivated. They must move and/or fightduring the Non-LIM Phase.

    4.4 Initiative DeterminationEach player rolls a die, modified by theInitiative Modifier (see scenario rules) ofhis overall commander. The winner maythen choose any one LIM with which tobegin the turnthe Initiative LIM. Tiesare rolled again. The remaining LIMs areplaced in an opaque container, and theturn begins with the Initiative LIMattempting to activate.

    4.4.1 LIM Selection. Once the Initiative

    LIM has finished, the LIM is placed asideand the player who won the Initiativedraws another LIM. If the LIM is one ofhis, he may attempt to activate that LIM.

    This continues until the Initiative playerdraws a LIM belonging to his opponent,at which time his opponent may attemptto activate that LIM. That player thendraws the next LIM. Players continuedrawing LIMs, attempting activations,and placing them (once finished) in the

    Activated box of the Command Carduntil all LIMs have been drawn, and the

    turn moves to the Non-LIM Phase.

    4.5 Leader Activation

    There are three types of Activations:Division, Corps, and Special.

    4.5.1 Division Activations. Divisionactivations are most frequently used and

    represent a division commander carryingout (or attempting to, anyway) his ordersfor the turn. When a division LIM idrawn, the player places the LIM in theappropriate box of the Command Cardand may attempt to activate the divisioncommander corresponding to that LIM

    The play er checks the division

    commanders activation rating and rolls adie; if the die roll is equal to or less thanthe activation rating, the commander maycarry out a Full Activation. The divisionactivation die roll may be modified by thecorps commanders activation modifieronly if the division commander isattempting to activate as part of a Corps

    Activation. If the roll is higher than theactivation rating, the commander hasfailed to activate and the player must rolagain, consulting the CommandBreakdown Table to see the result of theactivation failure [4.7].

    A division commander may voluntari lychoose to conduct a Limited Activationand not roll for Full Activation; theLimited Activation is automatic.

    4.5.2 Corps Activations. The Corps LIMrepresents a corps commander attemptingto coordinate the activations of hissubordinate divisions. When a CorpLIM is drawn, the player places the LIM

    in the appropriate box of the CommandCard and may attempt a simultaneous FulActivation of all the division commanderssubordinate to that corps that are withinthe corps commanders command rangeDivision commanders that are outside oftheir corps commanders command range

    wh en th e Cor ps LIM is dr aw n mayattempt to activate, but cannot use thecorps commanders activation modifierDivisions that previously activated uponthe draw of the Independent LIM cannobe activated again.

    Corps Movement. During a CorpsAc ti va ti on , the pl ayer sel ec ts onedivision and attempts to activate itusing the corps commandersactivation modifier on the die roll ifthe Division commander is within theCorps commanders range. Isuccessful, every unit belonging to thadivision that is In Command maymove. Once that division has

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    completed movement, the player maychoose another division from thatcorps and attempt to activate it ,continuing until all divisions of thecorps have attempted activation. Aplayer may not move some units fromone division, then move on to anotherdivision, and return to move the

    remaining units of the first division.The failure of a division to activatedoes not prevent the other divisionsfrom trying to activate

    Corps Combat. Once all movement iscompleted in a Corps Activation, eachdivision of the corps carries out combatseparately. The player selects oneactivated division and may conductcombat with every unit belonging tothat division that is In Command.Once that division has completedcombat the player may choose anotheractivated division from that corps andconduct combat with all of its units,continuing until all activated divisionsof the corps have conducted combat.Players may not fight with some unitsfrom one division, then move on toanother division, and return to fight

    with the remaining units of the firstdivision.

    4.5.3 Special Activations. The

    specific rules (see Playbook)may allow different types ofSpecial LIMs; some examplesare Grand Battery andIndependent Leader LIMs. Seethe Playbook for details.

    4.6 Activations

    There are two types of activationsFulland Limited. Full Activations represent adivision operating at full effectiveness,

    moving aggressively and attacking theenemy. Under a Full Activation, all unitsof that division that are within thedivision commanders command rangemay carry out all movement and combatallowed by the rules. Units that are outsideof their division commanders commandrange may only conduct a Limited

    Activation during the Non-LIM Phase.Mark such units with an Out ofCommand marker.

    4.6.1 Full Activations. A Full Activationis carried out in the following order:1) Movement. All In Command units of

    a division may move up to the limit oftheir movement allowance, subject tothe movement rules. Units may movein any order. However, once a unit hasfinished moving it is done for the

    turna player may not move a unit aportion of its movement allowance,then move a different unit, and returnto finish the first units movementallowance.

    2) C om ba t. Once all movement isfinished, a player may conduct combat

    with all In Command units of thatdivision. Once one unit of a divisionhas conducted combat, no moremovement is allowed during thatactivation. Units are free to conductFire, Bayonet, Assault and Chargecombat subject to the Combat rules.

    All Offensive F ire combat isconducted before melee combat, butotherwise units may conduct combatin any order.

    3) Leader Finished. Once allunits of a division under aFull Activation havefinished combat, theactivation is finished. Flip thecommander to his Finished side as areminder that he is done for the turn.

    If a divison activation, then the playerwho conducted the activation maydraw another LIM. In the case of aCorps Activation, once all units of alldivisions under a Corps Activationhave finished combat, the activation isfinished and the player who conductedthe activation may draw another LIM.

    4.6.2 Limited Activation. LimitedActivations represent divisioncommanders that have received nospecific orders (i.e. whose LIM is not

    drawn), or units that have becomeseparated from their commanders. Playersmay not move units from one division andconduct combat with units from another.Limited Activations are carried out in thisorder:1) Movement. Limited Activation units

    may not move adjacent to enemy units.Choose one activity:a) All units of a division performing

    a Limited Activation that are In

    Command may move up to halfotheir movement allowance(rounded down). Once all units othe division have moved (or not)they may conduct combat. OR

    b) Any one uni t tha t is Out oCommand may move up to one-third of its movement allowance

    (rounded down). Once the unit hasmoved, it may conduct combat.

    2) Combat. Under a Limited Activationplayers may not move one unit that isoutside its division commanderscommand range and then conductcombat with another. Depending uponthe movement choice in #1 aboveconduct the matching one of these:a) Once they have moved, a l l In

    Command units the Divisionperforming the Limited Activationmay conduct Fire combat, OR

    b) Any one uni t tha t is Out oCommand which has just movedmay conduct Fire combat. The unimay not conduct Melee combat.

    4.7 Command Breakdown Results

    STOP: The division commander ifinished for the turn. No In Commandunit of that division may activate thisturn.

    RETREAT: If any unit of the division iswithin three hexes of an enemy combaunit, the In Command units of theentire division must attempt to retreahalf of their movement allowance(rounded up) away from the enemy(this includes unlimbered artillery

    which must limber and move away)In doing so, they may not move c loseto any other enemy units. Even if noretreat takes place, the divisioncommander is finished for the turn.

    LIMITED: The division may undertakea Limited Activation.

    FULL: The division may undertake aFull Activation.

    CHARGE: If any unit of the division iwithin four hexes of an enemy combaunit, the entire division must Charge(if cavalry) or advance and melee the

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    closest enemy combat units. If no unitis within four hexes of the enemy, treatthis as a FULL result.

    REACTIVATE: Conduct a FullActivation with the division that justrolled on the Breakdown Table. Thesame player may then attempt to

    activate the CLOSEST friendlydivision (closest is defined as numberof hexes from the original divisioncommanders original location to afriendly division commander; if morethan one division is equidistant, theplayer may choose) even if thatdivision has already been activated thisturn (however, no division may bereactivated more than once in a singleturn). This result cannot occur twicein a row. If the second divisioncommander also gains theREACTIVATE result on theBreakdown Table, treat it as a FULLresult instead.

    ENEMY: The rolling divisioncommander treats this as a STOPresult. The enemy player may attemptto activate his CLOSEST division(closest is defined as number of hexesfrom the original division commanderto an enemy division commander; ifmore than one division is equidistant,

    the enemy player may choose) even ifthat division has already been activatedthis turn (owever, no division may bereactivated more than once in a singleturn). This result cannot occur twicein a row. If the second divisioncommander also gains an ENEMYresult on the Breakdown Table, treatit as a STOP result instead.

    4.8 Using the Command Card

    All LIMs that are not in the CommandPool cup should be placed in theappropriate place on the Command Card.

    The Command Card has three majorsectionsActivated LIMs, RemovedLIMs and LIMs of commands atBreakpoint. Each major section issubdivided by dotted lines, primarily foruse in tracking which Divisions aresubject to Fatigue Level changes duringthe Fatigue Segment.

    Chosen Initiative LIM: Whomever winsInitiative for the turn places hisselected Initiative LIM here.Meanwhile the players refi l l theCommand Pool cup with all LIMs inthe Activated section of theCommand Card and proceed with theturn, beginning with the attempted

    activation of the selected InitiativeLIM.

    ACTIVATED

    Activated & Fatigued: Whenever a LIMis drawn and activated, place it here asa reminder to increase its FatigueLevel in the Fatigue Segment of theturn.

    Activated for Strategic Movement: Placeany LIMs here that were drawn butused for Strategic Movement only.

    These commands DO NOT increaseFatigue during the Fatigue Segment.

    Independent LIM Activation:Whenever the Independent LIM isdrawn, place it in whichever boxcorresponds to the command(s) that

    were activated under the IndependentLIM. Use this as a reminder to increasethose commands Fatigue Level during

    the Fatigue Segment.

    REMOVED

    Counterpart LIMs: Whenever a corpsLIM is added to the pool, place itscorresponding division LIMs here.

    Whenever a division LIM is added tothe pool, place its corresponding corpsLIM here. No corps may have both acorps LIM and a division LIM in theCommand Pool at the same time.

    LIMs Not Available: Place all LIMs herefor any commands that have notarrived on the map yet.

    Reinforcements: On their turn of arrival,place the LIMs here of all commands

    which are arr iving as Reinforcements.Once those commands lose theirReinforcement Strategic Movement

    status, place their LIMs in theRemoved & Available box.

    Removed & Fatigued by Combat: Anycommand that does not have its LIMin the Command Pool, but is involvedin combat during the turn (other thanmedium- and long-range artillery fire)

    should place its LIM here, as areminder to increase its Fatigue Levein the Fatigue Segment.

    Removed & Available: Place here anycommand that does not have its LIMin the pool, is not activated in the non-LIM phase, and is not involved incombat (except for medium- and long-range artillery fire). These Divisionsmay recover one Fatigue Level in theFatigue Segment, if their units aremore than two hexes from enemyunits.

    AT BREAKPOINT

    At Bre akpoint: Divisions which havereached their Breakpoint may nolonger have their Division LIMs in theCommand Pool. Remove them to thibox.

    At Breakpoint & Fatigued by Combat

    Place here any Divisions at Breakpointwhich are involved in combat (exceptmedium- and long-range artillery fire)

    These Division wi ll increase a FatigueLevel during the Fatigue Segment.

    5.0 MOVEMENT

    The movement allowance of Leaders is12. All non-leader units have a movementallowance printed on their counter. Themovement allowance (MA) is the numberof movement points (MPs) available tothe unit in one activation of regularmovement. NOTE: Units abide by theMA they have at the beginning of theactivation (i.e. changing formation fromdisorder does not gain an extra MP).

    Units move from hex to adjacent hex (noskipping of hexes is allowed), paying

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    varied costs to do so, depending upon theterrain of the hex being entered. See the

    Terrain Effects Chart (TEC) for a full listof movement costs for the various typesof units and formations. Normally, unitsmay only move through their fronthexsides (see the Facing rules). Movementpoints may not be accumulated from turn

    to turn, nor may they be lent from oneunit to another.

    There are two types of mo vement:Regular and Strategic. All units from adivision must use one type ofmovementsome may not use RegularMovement while others use StrategicMovement. Regular movement iscompletely voluntary; units are notrequired to move when activated. Unitsthat move are not required to spend all oftheir movement points before stopping.

    The movement of each individual unit orstack must be completed before that ofanother unit is begun. StrategicMovement is semi-voluntary [5.2].

    5.1 Regular Movement

    In regular movement, a unit may move upto its printed movement allowance,expending movement points (MPs) toenter hexes and cross hexsides, as listed

    on the Terrain Effects Chart. No unit mayever enter a hex for which it does not havethe necessary movement points to enteror which it is prohibited from entering/crossing. Note that a units movementallowance is either one-half or one-thirdof normal (rounded down) when it isconducting a limited activation [4.6.2].

    5.1.1 Disorder Check. Movement intocertain types of terrain may requiredisorder checks, as indicated on the

    Terrain Effects Chart. When so required,

    a unit makes an immediate disorder checkby rolling a die and comparing it to theunits morale rating. If the unmodified dieroll is higher than the morale rating, thefailure means that the unit becomesdisordered immediately.

    5.1.2 May Charge. Mark witha May Charge marker anycavalry unit that moved no

    more than half of its movement allowance(rounded down). Such cavalry mayconduct their charges during combatafter all movement and Offensive Fire hasbeen completed.

    5.1.3 Enemy Contact. When a friendlyunit moves into an enemy units front hex

    (see 6.0), the friendly unit must end itsmovement for that activation. A friendlyunit which begins the activation in anenemy units front hex may move away(subject to Reaction Fire/Charge), butmay not move adjacent to the same enemyunit. It may move adjacent to a differentenemy unit, though.

    5.1.4. Pass Through. Friendly units maypass through hexes with other friendlyunits, subject to stacking rules [7.0]. Ifduring this process the hex becomesoverstacked, then all units becomedisordered. The moving unit may not endits move such that it causes overstacking(and would be prohibited from enteringthe hex if it has insufficient MPs to exitthe hex).

    5.2 Strategic Movement

    Units of divisions usingstrategic movement may move

    at double their full movementallowance. A division may usestrategic movement if it is areinforcement entering themap, or if its LIM has beendrawn and it achieves a Full

    Activation, or it the division commanderalready possesses a Strategic Movementmarker and every unit from the divisionstarts at least three hexes away from thenearest enemy combat unit. To indicatethat a division is using strategicmovement, place a Strategic Movement

    marker on its division commander. Aslong as that division commander has aStrategic Movement marker on it, thatdivision may use strategic movement

    whether or not its LIM has been placedin the Command Pool. StrategicMovement markers may be removed

    voluntar ily at any time during a divisionsactivation, but this ends the activationimmediately. The Strategic Movement

    marker may not be placed again until thenext time the division achieves a Ful

    Activation.

    5.2.1 Strategic Movement Effects. Unitwhose division commander is under aStrategic Movement marker: Never gain fatigue from activating

    They MAY gain fatigue from beingattacked [13.0].

    Never use both strategic and regularmovement in the same activation.

    May not remain in Line formation. Must move as far as possible when

    their LIM is selected. Failure to moveall units of the division their fulmovement allowance results in theremoval of the Strategic Movementmarkers from the units and thedivisions LIM from the CommandPool.

    Must use Road Movement [5.3] toenter a village, swamp, woods ororchard hexes, or to cross a riverstream, hedge, wall or ditch hexside.

    May never move into any hex that iswithin three hexes of an enemy combaunit.

    Lose strategic movement status if anenemy combat unit moves within threehexes of any unit of the divisionHowever, the marker is not removeduntil the enemy units have completed

    their activation, including combat. May never initiate combat nor Return

    Fire, Reaction Fire, Reaction ChargeCountercharge or Form Square inReaction. If attacked, they suffer thefollowing penalties:

    1) Add 1 to die roll on moralechecks

    2) Add 2 to opponents meleedie roll

    3) Remove the StrategicMovement marker after allcombat has been completed

    5.3 Road Movement

    Units utilizing Road Movement to entera hex pay the cost of the road, not the costof the other terrain in the hex. To useRoad Movement, a unit may not be inLine formation and must be movingdirectly from one road hex to another.

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    Bridges. A unit must use Road Movementto use Bridges. If not in Road Movement,the unit would pay the normal cost tocross a stream.

    Villages. Every village hex is consideredto be connected to adjacent village hexes

    via a Secondary Road, whether a Road is

    drawn on the map or not.

    5.4 Leader Movement

    The movement allowance of Leaders is12 MPs. Division commanders may move

    when their division activates, whether inthe LIM or Non-LIM phase. Divisioncommanders may move a second time, iftheir division is reactivated. Corpscommanders may move once per turn

    along with one of their divisions when itis activated. Overall Commanders maymove once per turn, during any friendlyactivation.

    6.0 FACING ANDFORMATION

    All combat units have a variety offormations available to them, each with

    its own strengths and weaknesses. A unit sfacing is dependent upon its formation.

    6.1 Facing

    Dependent upon the formation, combatunits will usually have front, flank and rearhexsides (see diagrams related to specificformations on pages 10-13). Units mayonly initiate combat through their fronthexsides. Units that are attacked throughtheir Flank and Rear hexsides will not

    defend themselves efficiently. Unitsusually only move through their fronthexsides, but in some circumstances mayalso use Reverse Movement to the rearand Slide Movement to the flank.

    A unit may change its facing at any timeduring movement, at the MP cost givenin the Terrain Effects Chart. To changefacing, the unit changes its fronthexside(s) by rotating the counter in the

    direction that it is turning one hexside ata time, paying the MP cost for eachrotation. A unit may rotate any numberof hexsides as long as it has enough MPto pay for the change, subject to anyadditional restrictions due its formation.In some circumstances, a unit may AboutFace (see the Terrain Effects Chart).

    Skirmishers have no facing (all directionsare front hexsides).

    6.2 Reaction Zones

    Every non-routed combat unit has aReaction Zone adjacent to its fronthexsides, the size of which is determinedby the unit s formation (see the diagramsin 6.3 on pages 10-13). The Reaction

    Zone allows a unit to respond to enemymovement within the Reaction Zone,depending upon the type of unit.

    6.2.1 Infantry Reaction. Non-routedinfantry units may Reaction Fire when anenemy unit within its Reaction Zoneexpends movement points (to changeformation or facing, or to move away) orcharge moves. Note that an enemy unit sinitial movement into its Reaction Zonedoes NOT trigger Reaction Fire. Aninfantry unit that is the target of a cavalry

    Charge (or a Reaction Charge while theinfantry is moving) may attempt to FormSquare in Reaction [8.4.2 #4]. Instead ofReaction Fire during Bayonet or Assaultcombat, Skirmishers may Reaction Moveinto an adjacent hex not in an enemy fronthex.

    6.2.2 Skirmisher Reaction. Skirmishunits [6.3.3] possess an all-aroundReaction Zone. Whenever an enemy unitenters or expends movement points

    within the zone, the Skirmish unit may

    Reaction Fire or Reaction Move. It mayReaction Move into any adjacent hex that

    will not violate stacking rules; it may notmove adjacent to an enemy unit. ASkirmish unit surrounded by enemy unitsmay not Reaction Move; it may onlyReaction Fire. A Skirmish unit may onlyReaction Fire once per enemy activation;after this, it may only Reaction Move. ASkirmish unit may Reaction Fire out of

    one hexside and Return Fire from adifferent one.

    6.2.3 Cavalry Reaction. Cavalrypossesses a special type of Reaction Zonecalled a Flank Zone that extends from itflank hexsides as specified in theformation rules [6.3]. Whenever an

    enemy combat unit of any type enters aFlank Zone, the cavalry unit mayimmediately change facing one hexsideFor every additional Flank Zone hex thatthe enemy unit enters, the cavalry unitmay turn an additional hexside. Thisfacing change does not cost MPsit is afree movement. Note that making thisfacing change may be subject to aDisorder Check depending upon thecavalry units formation and the terrain(see TEC and 5.1.1).

    Non-routed cavalry units may attempt toCountercharge a charging enemy cavalryunit that enters its Reaction Zone(regardless of the intended target of theoriginal charge). If the Counterchargingunit passes a pre-melee morale check, stopthe enemy cavalry and move theCountercharging unit adjacent to it. Theoriginal Charging unit may change facingto put the Countercharging unit in itsfront hexsides.

    If an enemy infantry or artillery unitenters a cavalry units Reaction Zone, thacavalry unit may do nothing or one of thefollowing actions each time: Reverse Move one hex backward

    through its rear hexsides. For everyadditional movement action(movement, facing change orformation change) conducted by anenemy infantry or artillery unit in thecavalry units Reaction Zone, it mayReverse Move an additional hex[6.2.5].

    Reaction Charge (see charge combarules). If the cavalry unit fails itsReaction Charge pre-melee moralecheck, it is immediately disordered anddoes not charge. A Reaction Chargemay NOT be CounterchargedResolve the charge combatimmediately during the movement othe stack charged, though the chargingcavalry will be the attacker rather thanthe active stack [8.4].

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    6.2.4 Foot Artillery Reaction.Unlimbered foot artillery mayReaction Fire whenever anenemy unit enters is ReactionZone. The artillery unit may only fire onceper enemy activation, no matter howmany enemy movement actions occur

    within the Reaction Zone. This means

    that if any enemy division moves withinthe Reaction Zone, the artillery unit couldonly Reaction Fire at ONE enemy unit.It may neither Reaction Fire nor ReturnFire (see combat) during the remainderof the activation. If another enemydivision activates and moves within theartillery units Reaction Zone, it mayReaction Fire at one enemy unit from thatdivision. Limbered foot artillery does notpossess a Reaction Zone.

    6.2.5 Horse Artillery Reaction.Unlimbered horse artillery mayReaction Fire or changeformation once when an enemyinfantry or art i l lery unit enters i t sReaction Zone. If a cavalry unit enters theReaction Zone, it may only Reaction Fire.

    The artillery unit may only Reaction Fireor change formation once per enemyactivation, no matter how manymovement actions the enemy unitperforms within the Reaction Zone. Thismeans that if any enemy division moves

    within the Reaction Zone, the art illeryunit could only Reaction Fire at ONEenemy unit or change formation once. Itmay not Reaction Fire or changeformation again during that activation(nor may it Return Fire during combat ifit has already used Reaction Fire). Ifanother enemy division activates andmoves within the artillery units ReactionZone, if may Reaction Fire at one enemyunit from that division or changeformation.

    Limbered horse artillery mayReverse Move one hex throughits rear hexside whenever anenemy unit enters its ReactionZone, and may Reverse Move one hex foreach enemy movement action performed[6.2.6]. It must perform an immediateDisorder Check every time it ReverseMoves; failure doesnt disorder theart i l lery unit (art i l lery i s never

    disordered), but it may no longer ReverseMove during this enemy activation.

    This means that an Unlimbered horseartillery unit may limber when an enemyunit enters its Reaction Zone, and maythen retreat one hex for each additionalenemy movement action performed,

    checking for disorder each time it retreats.

    6.2.6 Reverse Movement in Reaction.Cavalry and limbered horse artillery mayReverse Move as a reaction to an enemyunit entering its Reaction Zone. WhenReverse Moving, move the unit back onehex via one of its rear hexsides. The unitstill retains its original facing. A ReverseMoving unit may not enter prohibitedterrain and must still perform all DisorderChecks [5.1.1] required by the TerrainEffects Chart.

    6.2.7 Leader Reaction. Leaders alone intheir hex have all-around Reaction Zones.

    Whenever any enemy unit enters the zoneor expends movement points within thezone, the lone Leader may ReactionMove. It may Reaction Move into anyadjacent hex, but may not move adjacentto an enemy unit. It may Reaction Moveany number of times during an enemyactivation.

    6.3 Formations

    All combat units must be in a formationat all times. Formations may be changed

    voluntari ly or involuntar ily, dependingupon the circumstances. Each formationis characterized by the number of hexesoccupied, the number of Strength Points(SPs) contained, facing, and how it movesand fights.

    6.3.1 Infantry in Line. Line represents a

    line of infantry, usually three or four ranksdeep, deployed to make maximum use of its

    fir epower. It is an unwieldy formationdifficult to move and subject to easydisruption. Line infantry suffers penaltiesduring morale checks, but has improved

    firepower.

    When changing into Line formation, turnthe infantry unit to face the hex vertex, ashown in Figure A above. Any infantryunit facing a vertex is considered to be inLine formation, without a marker beingnecessary.

    Infantry in Line: May not use Strategic Movement or

    Road Movement. That changes facing more than one

    vertex per act ivation must make animmediate Disorder Check, one checkper additional vertex.

    May Slide through either of its flankhexes at a cost equal to double thehexs normal movement cost, but onlyif no other combat unit occupies theflank hex.

    May use Reverse Movement (move

    into either of its rear hexes) at a costof its entire movement allowance, bunot into a hex occupied by anothercombat unit.

    May About Face (change its rearhexside to its front) at a cost of halits movement allowance.

    6.3.2 Infantry in Column. Columnrepresents infantry in its best maneuverformation, as a solid block of men ofusually 60-80 files stacked up 9-18 ranksdeep. Columns are the easiest formation

    to maneuver, are strong morale-wise, andare best to use when attempting to meleeenemy units. As drawbacks, columnspossess relatively weak firepower and area dense target for enemy fire. Column ithe normal formation of infantry andcavalry units. The combat, morale andmovement values printed on infantry andcavalry counters represent the unit inColumn formation.

    [React] [React]Front Front

    Rear Rear

    Flank Flank

    Figure A

    Infantry in

    Line

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    Units in Column must face a hexside asshown in Figure B above, not a hex vertex.

    Any unit facing a hexside is consideredto be in Column, so markers are notnecessary.

    Infantry in Column: May use Strategic Movement and

    Road Movement. May change facing any number of

    hexsides per activation by paying theappropriate movement costs with nopenalty.

    May use Reverse Movement (moveinto its rear hex) at a movement costequal to double the usual terrain cost,but not into an occupied hex.

    Maynot Slide (through flank hexes). May About Face (changing its rear to

    its front) at a cost of2 MPs.

    6.3.3 Skirmishers. Skirmish orderrepresents a special sort of dispersed

    formation, used to take maximum advantageof terrain cover to harass enemy units.Skirmish units were usually specialized, elitetroops with extra training and often specialequipment (i.e. the British Rifles). As adrawback, Skirmish units firepower isweaker than Line units, and if in meleecombat, skirmishers are in big trouble (and

    face a significant penalty when attemptingto Form Square in Reaction to a cavalry

    charge).

    Only units designated as skirmish-capable(see symbol on counter) may formSkirmish formation. Place a Skirmishmarker on such a unit. Facing is not anissue with skirmishers (see Figure C).Skirmish units can fire out of any hexside.Skirmish units that possess more than 5SPs may occupy two hexes; to signify this,place the Skirmish marker in the adjacent

    hex, with its arrow pointing toward theparent unit (see Figure D). The unit isassumed to occupy both hexes.Occupation of this extra hex is voluntary;the owning player may have the Skirmishunit remain in only one hex.

    Skirmish units: May not stack with any combat unit

    other than a single battery. May use Strategic Movement and

    Road Movement. Since they possess all-around facing,

    changing facing is not an issue forskirmishers. A Skirmish unit faces afront hexside for convenience only;it may change this hexside at any timeduring its movement at no cost.

    Unlike most other formations,

    Skirmish units may move throughother units and be moved through atno penalty (for overstacking).

    Skirmish units are never involuntarilyDisordered, except when they Rout, at

    which point they lose Skirmish status.

    6.3.4 Infantry in Square. Square wasinfantrys preferred formation when chargedby cavalry and in times of great emergencywhen surrounded by multiple enemy units.

    Square provides a maximum morale benefiand is almost invulnerable to melee combatHowever, Squares are immobile and presenan excellent target for fire combat.

    Units that Form Square are given a Squaremarker. Squares possess all-around facing

    They may fire out of any hexside. I t mayonly fire at one target at a time. Note thatForming Square in Reaction (a reactionto an enemy cavalry charge) is the only

    vo lu nt ar y in fa nt ry fo rmat io n ch angeallowed during your opponentactivation.

    Units in Square: May not move. Pay 2 MPs to change formation.

    6.3.5 Cavalry in Line. Cavalry uses Lineformation to cover the maximum amountof ground. Line was the preferredformation for charging cavalry, because iallowed the possibility of overlapping adefenders flanks [8.4.3]. Cavalry in Linesuffers a penalty for morale checks, butmay use all of their SPs to calculate meleeodds, and uses its full Charge Bonus.

    Figure C

    Infantry as

    Skirmishers

    Figure DInfantry as Two-Hex Skirmishers

    [React] [React] [React]Front Front Front

    [React] [React] [React]Front Front Front

    [React] [React]Front Front

    [React] [React]Front Front

    [React] [React]Front Front

    [React] [React]Front Front

    Figure E

    Infantry in

    Square

    [React] [React]Front Front

    [React] [React]Front Front

    [React] [React]Front Front

    Figure F

    Cavalry in

    Line

    [React] [React]Front Front

    [React] [React] [React]

    [React] [React] [React] [React]

    [Flank Reaction]Flank

    [Flank Reaction]Flank

    Rear Rear

    [React]Front

    Rear

    Flank Flank

    [React]Front

    [React]Front

    Figure B

    Infantry in

    Column

    Skirmish-capable

    Skirmish-capable

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    When changing into Line formation, turnthe cavalry unit to face the hex vertex, asshown in Figure F above. Any cavalryunit facing a vertex is considered to be inLine formation, without a marker beingnecessary.

    Cavalry in Line: May not use Strategic Movement or

    Road Movement. That changes facing more than one

    ver te x, mu st mak e an im me dia teDisorder Check for each additional

    vertex. May Slide through either of its flank

    hexes at a cost equal to double thehexs normal movement cost, but onlyif no other combat unit occupies theflank hex.

    May use Reverse Movement (moveinto either or its rear hexes) at a costof its entire movement allowance, butnot into a hex occupied by anothercombat unit.

    May About Face (change its rear to itsfront) at a cost of3 MPs.

    6.3.6 Cavalry in Column. Cavalry inColumn possesses maximum movement andmorale. Cavalry charging in column usesonly one-third of its SPs when calculatingmelee odds, gains only half of its ChargeBonus, and may be overlapped if

    countercharged by opposing Line cavalry.

    When in Column formation, the cavalryunit faces the hexside, as shown in FigureG above. Any cavalry unit facing a hexsideis considered to be in Column formation,

    without a marker being necessary.

    Cavalry in Column: May use Strategic Movement and

    Road Movement.

    May change facing any number ofhexsides by paying the appropriatemovement points.

    May use Reverse Movement (moveinto its rear hex) at a movement costequal to double the usual terrain cost,but not into an occupied hex.

    Maynot Slide (through flank hexes). May About Face (change its rear to its

    front hexside) at a cost of3 MPs.

    6.3.7 Limbered Artillery. Limberedartillery is hooked up to the horses, ready tomove. Due to its weight and bulkiness,artillery doesnt move very effectively whennot on a road or completely flat terrain. Horseartillery guns were somewhat lighter thantheir foot equivalents, allowing them to behauled around more easily.

    Whe n ar ti ll er y is Limbered , fl ip the

    counter to its Limbered side.

    Limbered artillery: May not fire. May change facing any number of

    hexsides by paying the appropriatemovement points.

    May never move adjacent to anunrouted enemy infantry or cavalryunit.

    6.3.8 Unlimbered Artillery. Unlimberedartillery is unhooked from the horses, caissonsopen, and ready to fire.

    When an arti llery unit Unlimbers, flip thecounter over to the Unlimbered sideUnlimbered artillery must face a hex

    vertex, as shown in Figure J above. Horseartillery may Offensive Fire in the sameactivation in which it unlimbers. Footartillery may NOT Offensive Fire in thesame activation in which it unlimbers (butmay Reaction Fire).

    Unlimbered artillery: May not move into another hex. May change its facing one vertex, and

    may Offensive Fire after turning thisone vertex.

    6.4 Involuntary Formations

    Involuntary formations are those forcedupon a unit by terrain, enemy unitsmorale failure, etc. The term involuntaryis somewhat misleading, since units can

    voluntarily Disorder or Rout anytime theywish, but more often these formations areforced on them by events.

    6.4.1 Disorder. Disorder represents anotherwise healthy formation that has beenbroken up and disorganized from a wide

    variety of possible causes. Disordered unitshave their morale and fire strength reducedand cant voluntarily melee.

    Figure G

    Cavalry in

    Column

    [React] Front [React]Front Front

    [Fk React]Flank

    Rear

    [React] [React] [React]

    [Fk React]Flank

    [Fk React]

    [Fk React]

    [Fk React]

    [Fk React]

    [React] [React] [React]

    [React] [React]

    [React] [React] [React] [React]

    [React]

    [React] Front [React]Rear Rear

    [React] [React] [React]

    [React] [React]

    [React]

    Rear

    Rear

    Rear

    Figure ILimbered

    Horse

    Artillery

    RearRear

    Rear Rear

    Figure J

    Unlimbered

    Artillery

    (Foot or

    Horse)Front Front

    [React] [React] [React]

    [React] [React]

    Figure H

    Limbered

    Foot

    Artillery

    FrontRear Rear

    Rear

    Rear

    Rear

    Figure K

    Disordered

    Infantry

    (has no

    flank)Rear

    Rear

    Rear

    [React] Front [React]Front Front

    [React]

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    Units can assume Disorder status in anumber of ways. A player may voluntarilychoose to disorder a unit any time duringits movement by changing formation.

    They can fail a Disorder Check [5.1.1]because of movement, they canautomatically become disordered uponentering certain types of terrain or whenfriendly units retreat through their hex.

    To mark a unit as Disordered, flip it to itsDisorder side. Artillery units and Infantryin Skirmish order never becomeDisordered.

    Disordered units: Have no flanks (cavalry has no flank

    reaction zone). May fire, but it may not initiate melee

    combat.

    May change facing any number oftimes during an activation, subject toMP costs.

    May change formation at any timeduring its movement (subject to terrainrestrictions).

    May use Reverse Movement (movethrough their rear hexsides) at a costofdouble the normal movement cost,but not into hexes occupied by othercombat units.

    Maynot Slide (because they have noflank hexes).

    May About Face (change its rear to itsfront hexside) at a cost of3 MPs.

    6.4.2 Rout. Rout represents the completebreakdown of a unit s morale. A routed unitwill run away from the enemy, and, unlessrallied, will lose 1 SP per turn until it iseliminated. When routed, a unit is veryvulnerable and will usually be destroyed ifattacked by an enemy unit.

    Figure L

    Disordered

    Cavalry

    (has no

    flank)

    [React] Front [React]

    Front Front

    [React] [React] [React]

    [React] [React] [React]

    [React] [React]

    [React] [React] [React] [React]

    [React]

    RearRear

    When a unit Routs, fl ip it ove r to itsDisordered side (if it s not there already)and mark it with a Rout marker. Playersmay voluntarily Rout any combat unitduring their combat or movement phasesor during an opponents combat phase.

    Art illery units never Rout.

    See 9.2.4 for the effects of Rout on a unit.

    6.5 Multi-Hex Counters

    Both armies possess several units whosecounters cover more than one hex. Theserepresent combat units, which, throughsheer size, would cover more ground thanone 150-yard hex. Multi-Hex countersoperate in the same fashion as one-hexcounters, with the following exceptionsand clarifications.

    6.5.1 Facing. Multi-Hex counters in Line

    face hex vertices. Multi-Hex counters inColumn or Disorder face hexsides. Usethe In Column markers on Multi-Hexcounters to mark their Column formation.

    These units have multiple front, flank andrear hexsides.

    Rear

    Figure MRouted Unit

    RearRear Rear

    Rear

    Rear

    Rear

    Figure R

    Multi-Hex

    Cavalry

    in Column

    [React] Front [React]Front Front

    [React] [React] [React]

    [React] [React] [React]

    [React] [React]

    [React] [React] [React] [React]

    [React]

    Rear

    [FkReact]Flank

    [FkReact]Flank

    [FkReact]Flank

    [FkReact]Flank

    [Fk React]

    [Fk React]

    [Fk React]

    [Fk React]

    [Fk React]

    [Fk React]

    Figure S

    Multi-Hex

    Cavalry

    in Disorder

    [React] Front [React]Front Front

    [React] [React] [React]

    [React] [React] [React]

    [React] [React]

    [React] [React] [React] [React]

    [React]

    Rear

    Rear

    Rear

    Rear

    Rear

    Figure Q

    Multi-Hex

    Cavalry

    in Line

    [React] [React] [React]

    Front Front Front

    Rear Rear Rear

    Flank Flank

    [Flank Reaction[Flank Reaction]

    [React] [React] [React] [React] [React]

    [React] [React] [React] [React]

    Figure N

    Multi-Hex

    Infantry

    in Line[React] [React] [React]

    Front Front Front

    Rear Rear Rear

    Flank Flank

    [React] Front [React]Front Front

    [React]

    Flank

    Flank

    Flank

    Flank

    Rear

    Figure O

    Multi-Hex

    Infantry

    in Column

    Figure P

    Multi-Hex

    Infantry

    in Disorder

    [React] Front [React]Front Front

    [React]

    Rear

    Rear

    Rear

    Rear

    Rear

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    6.5.2 Wheeling. Changing facing withmulti-hex counters can be tricky. Whenchanging facing, multi-hex counters mustwheel through intervening hexes. Themulti-hex counter is not allowed wheelthrough hexes that are occupied bycombat units.

    6.5.5 Stacking. Multi-Hex counters mayonly stack with one friendly artillerycounter. They may not stack with anyother combat unit, nor may they stack

    wi th more than one ar ti ll er y counte r(regardless of the number of hexesspanned by the counter).

    6.5.6 Combat.A multi-hex infantry unitmay conduct fire at only one target stack(using its full fire strength). A multi-hexinfantryunit may only melee one enemystack (using its full strength). A multi-hex cavalry unit which charges mustmelee every enemy stack adjacent to itsfront hexsides (calculate odds and roll onMelee Results Table as if they were onestack).

    7.0 STACKING

    Stacking is the act of placing more thanone combat unit in a hex at the same time.Leaders may freely stack with themselvesor any other friendly unit with norestrictions. Players should check theStacking Chart to see how terrain andformation limit the number of StrengthPoints that may be placed in a single hex.

    7.1 Stacking Restrictions

    Cavalry and Infantry may NEVER stacktogether; A single artillery battery maystack with any other type of unit. Unitsof the same type MAY stack together, butmust all have the same formation and befrom the same division. The SPlimitations listed in the Stacking Chartmay not be violated at the end ofmovement or retreats. Stacking

    restrictions are always in effectincluding during movement. If violatedduring movement (as units pass througheach other), all units involvedimmediately Disorder (except forSkirmishers). For stacking restrictions andpass through effects during retreats, see10.2.

    7.2 Stacking Order

    The order of the stack matters: InfantryOnly the top unit of a stack

    may fire, but all units may participatein melee.

    CavalryEvery unit in a stack mayparticipate in melee, but the top unisuffers the effects first [8.4].

    Arti ller yOne artillery battery, ifstacked with other unit types, may firein addition to any other fire comingfrom the hex. A maximum of twobatteries may fire from any one hex

    Artiller y SPs do not participate inmelee.

    7.3 Stacking and Combat

    See the Combat rules [8.0] for the effectof various types of combat on stackedunits. Generally, the top unit of the stackreceives fire first and suffers melee resultfirst [8.5].

    7.3.1 Massed Targets. Stacking morethan one infantry battalion or cavalryregiment in a hex represents a Massed

    Target for arti ller y. Artillery firing at aMassed Target, receives a benefitial firecolumn adjustmentone to the right.

    8.0 COMBAT

    There are two different types of combatFire and Melee. Melee combat is furthersubdivided into Bayonet, Assault andCharge combat. Only units of the activecommand may initiate combat. Howeverthe inactive player may Return Fire andinitiate Countercharges in reaction to theactive units. The basic combat procedure

    is as follows:1. Active infantry and artillery may

    conduct Offensive Fire. Inactiveinfantry and artillery may ReturnFire against units that fired atthem.

    2. Active units may attempt meleeAc tive infantry may conducBayonet or Assault Combatcavalry may conduct Charges

    6.5.3 Movement. Multi-Hex counterspay the same terrain costs as a one-hexunit. Whenever a multi-hex counter with

    multiple front hexsides enters more thanone type of terrain simultaneously, itexpends movement points equal to thehighest terrain cost. If it enters terrainrequiring it to become Disordered, theentire unit becomes Disordered, even ifpart of the counter is in clear terrain.

    6.5.4 Road Movement. Because of thenature of using a map with a hex grid,players will find that multi-hex counters

    wont exactly follow a road. When movingalong a road, the hex occupied by the top

    of a multi-hex counter is considered thehead of the column, while the rest of thecounter extends down the road behind it.Players should consider the counter to befollowing the road, not occupying its exactphysical space. Ignore the off-roadportion of the counterit does not countagainst friendly stacking, does not blockenemy movement, and may not beattacked.

    Figure TMulti-Hex Line

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    Right

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    Inactive infantry and artillery mayReturn Fire against units that aremeleeing them (if they haventalready done so during OffensiveFire). Inactive cavalry mayCountercharge.

    Al l ac ti ve un it s must comple te thei r

    Offensive Fire before any attempt melee.Once a melee has been declared, the activeplayer may not conduct additionalOffensive Fire. Units which conductedOffensive Fire may only melee the sameunits at which they fired. A unit may notOffensive Fire at one stack and thenmelee a different stack at its front.

    8.1 Fire Combat

    Fire combat may be performed at varioustimes during a turn. Only infantry andartillery units may use Fire combat. Fireis always voluntary. The ability of unitsto Fire is restricted by Facing, Range andLine of Sight (LOS).

    8.1.1 Offensive Fire. All units of anActive command may perform OffensiveFire combat after Movement iscompleted. A unit may only OffensiveFire once per turn. Each unit firesindividuallyunits may not combine

    fireand may fire at any ONE enemyunit in its front hexes within its range,subject to the restrictions listed below.Infantry in skirmish order or square mayfire in any direction. Note that a commandneed not be conducting a Full Activationto Offensive Fire; Limited Activationunits may Offensive Fire. All activatedunits must complete Offensive Fire beforeany activated unit undertakes meleecombat.

    A unit conducting Offensive Fire may fire

    at any one enemy unit within its range,subject to the following hierarchy:

    1. An enemy unit adjacent to a fronthexside

    2. An enemy unit within its ReactionZone

    3. An enemy unit within range.

    The hierarchy must be followed strictly.An enemy unit may not be the target of

    Offensive Fire if another enemy unitexists at a higher level of the hierarchy.

    For example, you may not Offensive Fireat an enemy unit two hexes away if another enemy unit is adjacent to your

    front hexside.

    8.1.2 Return Fire. Any unit that is firedupon by Offensive Fire may Return Fireat the firing unit, provided the OffensiveFiring unit is in a front hex and withinrange. Return Fire is simultaneous withOffensive Fire, so the returning unitdoes not suffer any results from theOffensive Fire until after Return Fire. Aunit may only Return Fire once per enemyactivation; if about to be fired upon by asecond enemy unit in a different front hex,it may only Return Fire at one enemy unit.Return Fire does not trigger Return Firein enemy units. Units which are nottargetted for Offensive Fire may notReturn Fire.

    8.1.3 Reaction Fire. Some units mayReaction Fire in response to enemy unitsexpending movement points within itsReaction Zone [6.0]. The active playermay NOT Reaction Fire against aReaction Charge. Like Return Fire, a unitmay only Reaction Fire once per enemyactivation. A unit that Reaction Fires

    during enemy movement may still ReturnFire during the following enemy combat

    8.1.4 Artillery Fire Limits.Art illery may React ion F ire orReturn Fire once per activation.

    Artil ler y may not do both inthe same activation.

    8.1.5 Facing. A unit may only fire out ofa front hexside. Units that possess all-around facing (Skirmish and Squareinfantry) may only Offensive Fire once.

    However, they may Return or ReactionFire in different directions, at the playerschoice.

    8.1.6 Range. Range is the distance fromthe firing unit to the defending unit.Infantry may only fire at a range of one(the defending unit must always beadjacent). For artillery, count the numberof hexes distant that the defender is fromthe firer. Always count the defending

    units hex, never count the firing unitshex. On the Artillery Range Table, findthe type of artillery firing and the rangeto the defender; the result is theadjustment to be made to the artilleryunits base Fire Value.

    8.1.7 Line of Sight. A firing unit must

    have a Line of Sight (LOS) to thedefending unit. LOS is traced from thefiring unit through a front hexside to thetarget hex. Imagine a line drawn from thecenter of the firers hex to the center ofthe targets hex and note through whichhexes and hexsides that line passes. If thiline straddles two hexes, passing along thehexside, then if blocking terrain exists ineither hex, there is no LOS. Situations oblocked LOS are described below.

    Adjacency: A unit always has LOS into an

    adjacent hex.

    Same Elevation: If any hexes between the firer and the

    defender contain another combat unitthen the firing unit may not fire at thatdefender. Both enemy and friendlycombat units block LOS.

    If any hex possesses the followingblocking terrain, then a LOS may betraced into but not through that hex

    Buildings (Castle, Village)Woods If any hexside possesses the following

    blocking terrain, then a LOS may betraced to the hexes adjacent to thesehexsides, but not beyond:

    Wall

    Different Elevations: If the intervening terrain level is

    higher than both firer and target, LOSis blocked.

    A LO S ex is ts wh en un it s an d/ or

    blocking terrain is on an interveninglevel which is lower than both the firerand target.

    The minor slopes depict gentle angleswith the hilltops being gent ly slopedpeaks, not strictly flat plateaus. Thusbeing behind a slope hexside of aminor slope has no effect upon LOS

    The steep slope hexsides are moresignificant inclines and sharp slopehexsides are cliffs. Any unit that is

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    adjacent to a sharp or steep hexsideand on the lower elevation has no LOSto any unit that is on a higher elevationif the hexside is between the them.

    When target and firer are on the twodifferent elevationsand theelevations are the ones adjacent to asteep or sharp slope hexsidethen

    that hexside blocks LOS if the slopehexside is not closer to the unit that ison the higher level. If, however, thehigher unit is closer to the hexside,then there is a clear LOS.

    If intervening units or blocking terrain(as defined for Same Elevation above)exist on a level higherthan the lowestunit, then there is no LOS.

    If intervening units or blocking terrain(as defined for Same Elevation above)exist on the same level as the lowestunit, then the LOS is blocked, if theintervening hex is closer to the unit onthe lower level.

    8.1.8 Fire Combat Procedure. Firecombat is conducted as follows:1) Determine the target units Defense

    Value class.2) Determine the firing units Fire Value.

    A unit s Fire Value is printed on thecounter but may be modified by theunits formation and morale level, andin the case of artillery, by the range to

    the target unit.3) Cross reference the modified Fire

    Value with the Defense Value on theFire Table to determine the FireColumn that will be used to resolve thefire. Adjust the column according tothe targets facing and Terrain. If amulti-hex target occupies severalterrain types, use the one that is closestto the firing unit and to which it cantrace a LOS. If several terrain typesare equally eligible, use the one mostbeneficial to the defender. Massed

    Targets are more vulnerable to artilleryfire [7.3.1].

    4) Roll one die. Find the die roll on theFire Table and find the effects (if any)on the defending unit. Place a Firedmarker on all units that fired and maynot fire again in this same activation.

    5) Repeat steps 1 through 4 for a unitReturning Fire.

    6) Apply the results simultaneously forboth the Offensive Fire and the ReturnFire.

    8.2 Bayonet Combat

    Only an infantry unit in a Full Activationmay attempt Bayonet Combat. Onlydefending units not in Defensive terrain(see the Terrain Effects Chart) may besubjected to Bayonet Combat. Theattacking unit must be adjacent to thedefender and the defender must be in theattackers front hexside. Only oneattacking unit may attempt to Bayonet adefending unit; if more potential attackersare adjacent, they may support theattacking unit, but may not Bayonetthemselves.

    8.2.1 Bayonet Procedure1) Declaration. The active player chooses

    one stack as the attacker and onetarget stackin its front hexsides. Thechoice is completely voluntary, and theattacking unit is not required toBayonet every unit in its fronthexsides. A defending stack may beBayoneted only once per activation. Adefending stack in Defensive Terrain(see the Terrain Effects Chart) mayNOT be Bayoneted; instead it must be

    Assaulted [8.3]. A defender in non-Defensive Terrain may NOT be

    Assaulted; it must be Bayoneted. Anyrouted defending unit is automaticallyeliminated.

    2) Attackers Check. The attacking unitconducts a Pre-Melee Morale Check,modified as listed on the Pre-MeleeMorale Check table. If the attackerfails the Pre-Melee Morale Check,then the attacker suffers the resultslisted in the table, and the attack isfinished. Any active stacks that areadjacent to the defending unit but arenot Bayoneting provide a 1 modifierto the attackers Pre-Melee MoraleCheck by supporting the attack. Astack may only support one Bayonetattack per activation, and only if it isnot Bayonet or Assault attacking itself.If the attacker passes the check,proceed to the next step.

    3) Return Fire.The defending stack mayReturn Fire against the attackingstack. Skirmishers may Reaction Moveinstead (if vacating the hex, theattacker advances and the meleesequence ends). The defender may noReturn Fire against supportingattackers. Units in strategic movement

    may not Return Fire. If the attackersurvives the Return Fire withoubecoming Unsteady or Routedproceed to the next step.

    4) Defenders Check. Artillery defendingalone in the hex is eliminatedOtherwise, every defender conducts aPre-Melee Morale Check, modified aslisted on the chart. If the defenderfails, implement the result listed on thechart. The defender receives a Pre-Melee Morale Check bonus for FlankSupport. Flank Support is defined ahaving a non-routed friendly combatunit adjacent to a flank hexside. If thedefender passes, the combat ifinished. If the defender retreatsdefending unlimbered artillery iseliminated, while limbered artilleryretreats.

    Design Note: Melee combat in the openwas rareinvariably one unit or thother would lose its nerve before contact

    8.3 Assault Combat

    Only units in a Full Activation mayconduct Assault Combat. Defending unitin Defensive terrain (see the TerrainEffects Chart) must be Assaulted; theymay not be Bayoneted.

    8.3.1 Assault Procedure1) Declaration. The active player declare

    one defending stack as the target of theAssault.. The active player chooses oneactive stack that is adjacent to thedefender and has the defender in theirfront hexsides as the attacker. A stackmay only be declared an attacker forone Assault per activation. Any routeddefending unit is automaticallyeliminated.

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    2) Attackers Check. The attacking stackmakes a Pre-Melee Morale Check. Ifit fails, then it suffers any results listedon the Pre-Melee Morale Check chartand the Assault is finished. Any activestacks that are adjacent to thedefending unit but are not Assaultingprovide a 1 modifier to the attackers

    Pre-Melee Morale Check bysupporting the attack. A stack mayonly support one Assault peractivation, and only if it is not Assaultor Bayonet attacking itself. If the stackpasses, proceed to the next step.

    3) Return Fire.The defending stack mayReturn Fire against the attackingstack. Skirmishers may Reaction Moveinstead (if vacating the hex, theattacker advances and the meleesequence ends). The defender may notReturn Fire against supportingattackers. Units in strategic movementmay not Return Fire. If the attackersurvives the Return Fire withoutbecoming Unsteady or Routed,proceed to the next step.

    4) Defenders Check. Every non-artilleryunit in the defending hex makes aseparate Pre-Melee Morale Check andapplies the result immediately. If thedefender is artillery alone, the artillery

    is eliminated. Otherwise, everydefender conducts a Pre-MeleeMorale Check, modified as listed onthe chart. If the defender fails,implement the result listed on thechart. If the defender retreats,defending unlimbered artillery iseliminated, while limbered artilleryretreats.

    5) Melee. Artillery defending alone inthe hex is automatically eliminated. Ifany non-artillery defender remains,

    total the number of strength pointsattacking the defending hex, then thenumber of non-artillery SPs defendingthe hex. Divide the defender s total bythe attackers (round fractions down);the result is expressed as an odds ratioand acts a melee combat die rollmodifier. Roll one die, modifying theresult as shown on the Melee Results

    Table, implementing the result of themodified die roll immediately. If all

    defending infantry or cavalry i seliminated or retreats, defendingunlimbered artillery is eliminated, butlimbered artillery may retreat.

    6) Melee Continues. If the result ismelee continues and neither sideconducts voluntary retreat to vacate

    their hex, then repeat step 5.

    7) Attacker Advance. If the defenderscombat units no longer occupy the hex,the attacking units advance into thehex.

    8.4 Charge Combat

    Only non-blown cavalry undera Full Activation and marked

    with a May Charge marker may conductCharge combat during the active playersturn. Inactive non-blown cavalry mayconduct Countercharges or ReactionCharges. Charging is always voluntary.

    8.4.1 Charge Range. Cavalry may onlyCharge a defending stack to which it hasan LOS and that is within its ChargeRange. Active cavalry has a Charge Rangeusually dependent upon the type ofcavalry [as listed in the playbook, see

    A13.1]. The Charge Range of inactive

    cavalry is its Reaction Zone. Cavalry maynot Charge into or through certain typesof terrain (see the Terrain Effects Chart).If an enemy unit is within a cavalry unit sLOS and Charge Range, but cant bereached by the cavalry because of terrain,the cavalry may not charge that enemyunit.

    8.4.2 Charge Procedure1) Declaration. The active player declares

    one cavalry stack as the attacking stackand one defending stack within the

    attackers Charge Range as the targetof the Charge. The attacker must havea LOS to the defender before theCharge begins. The defending stackmay be the target of only one attackingstack and may only be charged onceper activation.

    2) Charge Movement. No Pre-MeleeMorale Check is required. The

    attacking stack moves until it isadjacent to the defending stack. Theattacker moves hex by hex (do notcount movement points, but do nomove through prohibited terrain). Theattacking stack must always enter afront hexside during the charge, but itmay change facing one hexside per hex

    entered during the charge.

    3) Countercharge. If the defending stackis non-blown cavalry and the attackehas entered their Reaction Zone, atany point before the attacker movesadjacent the defender may attempt aCountercharge. Every unit in thedefending stack makes a Pre-MeleeMorale Check. Any unit that passemust Countercharge the attacker. Anyunits that fail may not Counterchargeduring this activation but suffer nopenalty. Countercharging units moveforward one hex and meet the attackerthere; melee is conducted but thedefender gains a Charge bonus.

    4) Formation Check. A stack withinfantry that is the target of a Chargemay either Stand or attempt to FormSquare.

    Exceptions:

    When alone in the hex, Artiller y

    must Stand. Units in Strategic Movement may

    NOT Form Square.

    An y ro uted defendi ng unit iautomatically eliminatedimmediately.

    Stand: The infantry in the defendingstack makes a Pre-Melee MoraleCheck and applies any resultsimmediately.

    Form Square: The infantry

    unit on top of thedefending stack makes acheck to Form Square inReaction (rolling and applyingmodifiers for that table). Theresults of the check are appliedimmediately. The charging cavalrymoves adjacent to the infantry(whether they successfully formedsquare or not).

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    5) Return Fire. If the cavalry is in thedefenders front and the defenderssuccessfully formed square or chose tostand, they may Return Fire. Stacksthat failed in their attempt to formsquare may not Return Fire. Apply theresults of the Return Fire immediately.If any attacking cavalry survives the

    Return Fire without becomingUnsteady or Routed, proceed to thenext step.

    6) Melee. Artillery defending alone inthe hex is automatically eliminated.

    Any non-disordered charging cavalryadjacent to an enemy stack (whetherthe original target or an enemy cavalrystack that has Countercharged), mustmelee one enemy stack (multi-hexcavalry must melee all adjacent stacks).Cavalry that is Charging, ReactionCharging or Countercharging may useits Charge Bonus to modify the Meleedie roll. Charging cavalry in columnformation only uses one-third(rounded down) of its SPs to calculatethe size ratio and use half (rounded up)of its Charge Bonus. Artillery SPs areignored in the size ratio calculation.Roll one die and consult the MeleeResult Table. Apply any resultsimmediately. If all defending infantryor cavalry is eliminated or retreats,

    defending unlimbered artillery iseliminated, but limbered artillery mayretreat.

    7) Melee Continues. If the result ismelee continues and neither sideconducts voluntary retreat to vacatetheir hex, then repeat step 5, exceptthat the Charge Bonus no longerapplies.

    8) Pursuit Check or Advance. If anyunits opposing a charge are routed, the

    charging cavalry maypursue. Make aPursuit Check by rolling a die andconsulting the Pursuit Table. If thecharging cavalry Pursues, it mustfollow the retreat path of the Routedunit for the number of hexes indicatedon the Pursuit Table. For each hexentered while Pursuing, eliminate 1 SPfrom the Routing unit. If the Pursuingcavalry enters the Reaction Zone of anenemy unit, those units may React as

    normal by firing or ReactionCharging. If charged, the Pursuingcavalry unit may not Countercharge.Once the Pursuing unit enters the lasthex of its Pursuit, it ends movement,it is Disordered, and it receives aBlown-2 marker. If no pursuit occurs,but the defenders hex has been

    vacated, the charging cavalryadvancesinto the defenders space (but there areno further effects and this is notsubject to Reaction).

    9) Mark Blown Cavalry. Any cavalryunits that have Charged, ReactionCharged, or Countercharged, areautomatically disordered and areBlown. Place a Blown-2 marker on allsuch units.

    8.4.3 Overlap. Overlap exists when amulti-hex counter of cavalry (in Line) hascharged and exists in more hexes thanoccupied by the enemy stacks it ischarging. If the charging cavalry in Linehas overlap, it gains a melee die rollmodifier of +1 per hex advantage.

    8.4.4 Blown Cavalr y. Cavalry under aBlown-2 marker may onlymove half of their movementallowance (rounded up), maynot charge, and are alwaysdisordered.

    Cavalry under a Blown-1marker may only move half of

    their movement allowance(rounded up), and may not

    charge. They may change formationhowever.

    8.4.5 Blown Recovery. Cavalrythat doesnt move or defend inany type of combat during aturn is eligible to Recover.Mark such units with a Recovery markerafter their division has finished itsactivation (assuming that the Blowncavalry units havent moved during the

    activation). The Recovery marker remainson the Blown units for the rest of the turnbut must be removed from a Blown uniif it Reaction Moves or defends in anytype of combat except Medium or Long-Range artillery fire. During the RallyPhase, remove all Recovery markers anddecrease the cavalry units Blown level byone. Once the Blown marker is removedthe cavalry unit may move and fightnormally.

    8.5 Combat Results

    Most combat results will take the form oSP losses and/or morale checks.

    8.5.1 Strength Point Losses. Astack that suffers SP lossesalways applies the losses to thetop unit of the stack. Place a SPmarker equaling the total SP losses under

    Figure V

    Overlap of +1

    Figure W

    No Overlap

    Figure X

    Overlap of +1

    Figure Y

    No Overlap

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    the unit suffering the loss. If the unit hasalready received a loss, the SP markershould be adjusted to add the combatresult to losses already suffered. The unitmust also perform an immediate MoraleCheck, adding the number of SPs lostminus one. So, a unit that loses one pointmakes a regular Morale Check, a unit that

    suffers two points makes a Morale Check+1, and so on. Note that any changes inMorale level caused by the SP loss areapplied before the Morale Check.

    Breakpoint. A unit that sufferscumulative SP losses of greater thanhalf its strength may reach UnitBreakpoint [11.0].

    Elimination. A unit that sufferscumulative SP losses equal to itsstrength is eliminated. Remove thecounter from the board. ALL unitsstacked beneath an eliminated unitmust make an immediate MoraleCheck. If the unit at the top of a stackis eliminated, but some SP losses stillremain, they are applied to the nextunit in the stack before the results ofthe Morale Check are applied (unitsthat Rout as a result of the top unitbeing eliminated dont escape anyremaining losses).

    8.5.2 Morale Check. The defending unitimmediately checks morale, modifyingthe die roll if required by the combatresult. So, an M+2 would be a MoraleCheck plus 2, plus any other appropriatemodifiers. Apply the effect of the MoraleCheck immediately. Only the top unit ofa stack makes the Morale Check.However, if that unit Routs, then all otherunits in the stack must immediately makea Morale Check.

    8.5.3 Melee Continues.This is a Melee

    result in which each side loses 1 SP (oneSP total, not one per unit) and checksmorale for the unit that lost the SP. Ifunits from both players remain in the hex,the Melee continues. Recalculate oddsand roll again. Cavalry units dont receivea Charge Bonus during continued Melee.Note that due to repetition, a Melee maycontinue as long as units remain. If dueto Morale Checks, all remaining units ofboth sides would Rout and/or Unsteady

    Retreat, see 8.5.4 Double Retreats. Aplayer may voluntarily Rout units at theend of each round of Me