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GMT GAMES RULEBOOK Great Battles of the Napoleonic Wars — Volume I Austerlitz System Rules Table of Contents 1.0 INTRODUCTION . . . . . 2 2.0 COMPONENTS . . . . . 2 2.1 Game Scale . . . . . . 2 2.2 Definitions & Abbreviations . 2 2.3 Playing Pieces . . . . . . 2 2.4 Status Markers . . . . . . 3 3.0 THE TURN . . . . . . 3 4.0 THE COMMAND SYSTEM . 4 4.1 Command Counters . . 4 4.2 Command Change . . 4 4.3 In/Out of Command . . 5 4.4 Initiative Determination . . 5 4.5 Leader Activation . . 5 4.6 Activations . . . . . . 6 4.7 Command Breakdown Results 7 4.8 Using the Command Card . 7 5.0 MOVEMENT . . . . . . 8 5.1 Regular Movement . . . 8 5.2 Strategic Movement . . . 8 5.3 Road Movement . . . 8 5.4 Leader Movement . . . 9 6.0 FACING AND FORMATION 9 6.1 Facing . . . . . . . . . 9 6.2 Reaction Zones . . . . . . 9 6.3 Formations . . . . . . 10 6.4 Involuntary Formations . . 12 6.5 Multi-Hex Counters . . 13 7.0 STACKING . . . . . . 14 7.1 Stacking Restrictions . . 14 7.2 Stacking Order . . . . . 14 7.3 Stacking and Combat . . 14 8.0 COMBAT . . . . . . . . . 14 8.1 Fire Combat . . . . . . 15 8.2 Bayonet Combat . . 16 8.3 Assault Combat . . . . . 16 8.4 Charge Combat . . . . . 17 8.5 Combat Results . . . . . 18 9.0 MORALE . . . . . . . . . 19 9.1 Morale Checks . . . . . . 19 9.2 Morale Effects . . . . . 20 9.3 Artillery Morale . . . . 20 10.0 RETREATS . . . . . . 20 10.1 Retreat Procedure . . 20 11.0 BREAKPOINT . . . . . . 21 11.1 Unit Breakpoint . . 21 11.2 Division Breakpoint . . 21 11.3 Corps Breakpoint . . 21 12.0 RALLY . . . . . . . . . . 21 12.1 Rally Procedure . . 21 12.2 Rallied Routed Units . . 21 12.3 Recovering Cavalry . . 21 12.4 Rout Loss . . . . . . 21 13.0 FATIGUE . . . . . . 21 13.1 Increasing Fatigue . . 22 13.2 Decreasing Fatigue . . 22 13.3 Fatigue Effects . . . . . 22 14.0 REINFORCEMENTS . . 22 14.1 Reinforcement Entry . . 22 14.2 Reinforcement Delay . . 23 14.3 Enemy Presence . . 23 14.4 Subsequent Activation . . 23 CREDITS . . . . . . . . . 23 Design by David Fox

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Page 1: Great Battles of the Napoleonic Wars — Volume I · PDF fileGMT GAMES RULEBOOK Great Battles of the Napoleonic Wars — Volume I Austerlitz System Rules Table of Contents 1.0 INTRODUCTION

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 . . 54.5 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 . . . . . . 106.4 Involuntary Formations . . 126.5 Multi-Hex Counters . . 13

7.0 STACKING . . . . . . 147.1 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 Recovering Cavalry . . 2112.4 Rout Loss . . . . . . 21

13.0 FATIGUE . . . . . . 2113.1 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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AUSTERLITZ

RulebookPage 2

1.0 INTRODUCTION

December 2, 1805. The ThirdCoalition, a loose alliance of nationsorganized by England to opposeNapoleon Bonaparte’s imperialambitions, 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 theAustrians, finally arrived in November.The Russians joined with the shatteredremnant of the Austrian army, andadvanced to meet the French in battle atAusterlitz in eastern Bohemia. By thetime the Battle of Austerlitz wasfinished, Napoleon had won the greatestvictory of his career, shattering theAllied army and decisively ruining theThird Coalition.

AUSTERLITZ is the first game inGMT’s Great Battles of the NapoleonicWars series that simulates the battles ofthe Napoleonic Wars on a detailedtactical level. A variety of systems are atwork 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 formations—column 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 friction,thus encouraging players to keepreserves ready to replace exhaustedformations or take advantage of asudden enemy breakdown.

Austerlitz is our starting point becauseit shows Napoleon’s tactical system at itsfinest. Future games in the series will

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

2.0 COMPONENTS

A complete game of AUSTERLITZ 1805contains:

4 Maps (34” x 22” sheets)31/2 Sheets of counters1 Rulebook1 Playbook1 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 Marker—Thesemarkers are used to activate variouscombat formations. They dictate thesequencing of game play.

MP: Movement Point—The cost ofmoving, changing formation andchanging facing is expressed inmovement points. A unit’s movementallowance is the number of movementpoints it may expend in an activation.

SP: Strength Point—The 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 xCounter

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

Corps Affiliation (Color Band)Division AffiliationMoraleMovement Points

Unit Name(Battalion/Regiment)

Strength Points

Firepower

Disordered

Unit Name

Cavalry TypeStrength Points

Corps Affiliation (Color Band)Division AffiliationMoraleMovement Points

Unit Name

DisorderedCavalry TypeStrength Points

Corps Affiliation (Color Band)Division AffiliationMoraleMovement Points

Corps Affiliation (Color Band)Division AffiliationMoraleGun Size

Horse Artillery Reaction

Unit Designation (Battery i.d./Corps)

Strength Points

Firepower

Corps Affiliation (Color Band)Division AffiliationMovement Points

Unit Designation (Battery i.d./Corps)[Cannot Fire]

Horse Artillery Reaction

Nationality Color:Blue: FrenchWhite: AustrianGreen: Russian

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Great Battles of the Napoleonic Wars, Volume I

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next in line below corps commanders),though they nominally werecommanders of a “br igade.”Historically, many nations lacked truedistinctions between divisions andbrigades. One of France’s commandadvantages was that the use of twodistinct levels of command in betweenthe 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 unit’s 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 theturn.

A. Pool Placement Phase1. Command Change Segment:

Players who wish to attempt aCommand Change must roll andcheck the Command ChangeTable for the result [4.2].

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

3. Initiative Choice Segment: ThePlayer 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 nowrevealed—that 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 allLIMs 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 InitiativePlayer in C.1. Repeat steps C.1and C.2, with Players alternatingActivations 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 thanGood 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 frontside. Increase and decreaseFatigue levels as described in theFatigue rules [13.0].

Rank (# of Stars)

CorpsDivision and Symbol

Activation Rating

Corps(Cavalry Reserve)

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AUSTERLITZ

RulebookPage 4

4.0 THE COMMANDSYSTEM

The ability of units to moveand perform combat isregulated by the activation oftheir 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 playerwhen they successful ly attempt aCommand Change; LIMs may beremoved from the Command Poolvoluntarily in the LIM Removal Segmentof each turn. LIMs of divisions atBreakpoint must be removed in the LIMRemoval 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 commander’sunits may move and fight normally duringthe turn. If the attempt fails, consult theCommand Breakdown Table to see theeffects of the activation fai lure.Alternatively, the commander mayvoluntar i ly choose to forgo a Ful lActivation attempt and instead conduct aLimited Activation (this is automatic,requir ing no die rol l) . F inally,commanders whose LIMs have not beenadded to the Pool may undertake LimitedActivations 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 leaders—Overall Commanders,Corps Commanders, DivisionCommanders and Special Commanders.

Overall CommandersOverall Commanders have one ratingprinted on their counter—commandrange. The Overall Commander’srange 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 threeratings—an activation rating, apersonality rating and a commandrange rating. The activation rating isthe number that a division commandermust roll equal to or less than in orderto perform a Full Activation. Thepersonality rating identif ies thecolumn on the Command BreakdownTable 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 tworatings—the command range ratingand the division activation modifier.The division activation modifier isused to modify activation attempts bydivisions subordinate to the corpscommander that are within hiscommand range during a CorpsActivation.

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

Command Range

Rank(OverallCommander orWing Commander)

CommandPersonalityCommand RangeActivation

Corps Affiliation(Color Band)Rank(Division)

CommandActivation ModifierCommand Range

Rank(Corps)

Corps AffiliationRank(BrigadeCommander)

PersonalityCommand RangeActivation

Command SpanType(Aide)

PersonalityCommand RangeActivation

Command Span

Type(Grand Battery Commander)

Command RangeActivation

4.2 Command Change

After the first turn of the game, playersmay only add LIMs to the Command Poolby successfully attempting a CommandChange. During the Command ChangeSegment, players may announce that theyare attempting a Command Change. Eachplayer may only attempt one CommandChange per turn. A Command Changeis normally attempted by the OverallCommander, however, other commandersmay have that ability, depending upon therules of the scenar io. Rol l 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 OverallCommander’s command range. When acorps 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 corpscommander’s command range.

4.2.3 Adding the Reinforcement LIM.Scenario rules (see the Playbook) listwhether 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 theactivation of reinforcements.

4.3 In/Out of Command

4.3.1 Command Range. A commander’sCommand Range is the maximum lengthof hexes that a subordinate leader or unitmay be from its superior commander toperform effectively. Command Ranges fora player’s 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 overal lcommander. Division commanders areconsidered In Command if within thecommand range of their corpscommander. A leader’s 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 statusis determined at the moment the divisionis activated; all units within their divisioncommander’s range are In Command.Units that are outside that range areconsidered Out of Command—mark 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 Determination

Each 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 turn—the 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 InitiativeLIM 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 theActivated box of the Command Carduntil all LIMs have been drawn, and theturn 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 isdrawn, the player places the LIM in theappropriate box of the Command Cardand may attempt to activate the divisioncommander corresponding to that LIM.The player checks the divisioncommander’s 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 commander’s activation modifieronly if the division commander isattempting to activate as part of a CorpsActivation. If the roll is higher than theactivation rating, the commander hasfailed to activate and the player must rollagain, consulting the CommandBreakdown Table to see the result of theactivation failure [4.7].

A division commander may voluntarilychoose 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 CorpsLIM is drawn, the player places the LIMin the appropriate box of the CommandCard and may attempt a simultaneous FullActivation of all the division commanderssubordinate to that corps that are withinthe corps commander’s command range.Division commanders that are outside oftheir corps commander’s command rangewhen the Corps LIM is drawn mayattempt to activate, but cannot use thecorps commander’s activation modifier.Divisions that previously activated uponthe draw of the Independent LIM cannotbe activated again.

Corps Movement. During a CorpsActivation, the player selects onedivision and attempts to activate it,using the corps commander ’sactivation modifier on the die roll ifthe Division commander is within theCorps commander ’s range. Ifsuccessful, every unit belonging to thatdivision that is In Command maymove. Once that division has

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AUSTERLITZ

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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 theremaining 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 fightwith the remaining units of the firstdivision.

4.5.3 Special Activations. Thespecific rules (see Playbook)may allow different types ofSpecial LIMs; some examplesare Grand Batter y andIndependent Leader LIMs. Seethe Playbook for details.

4.6 Activations

There are two types of activations—Fulland 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 commander’s command rangemay carry out all movement and combatallowed by the rules. Units that are outsideof their division commander’s commandrange may only conduct a LimitedActivation 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 theturn—a player may not move a unit aportion of its movement allowance,then move a different unit, and returnto finish the first unit ’s movementallowance.

2) Combat. Once al l movement isfinished, a player may conduct combatwith 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 aFul l Activation havefinished combat, theactivation is f inished. F lip 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 notdrawn), 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 half oftheir movement al lowance(rounded down). Once all units ofthe division have moved (or not),they may conduct combat. OR

b) Any one unit that is Out ofCommand 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 Activation,players may not move one unit that isoutside its division commander ’scommand range and then conductcombat with another. Depending uponthe movement choice in #1 above,conduct the matching one of these:a) Once they have moved, all In

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

b) Any one unit that is Out ofCommand which has just movedmay conduct Fire combat. The unitmay not conduct Melee combat.

4.7 Command Breakdown Results

STOP: The division commander isfinished 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 combatunit, the In Command units of theentire division must attempt to retreathalf of their movement allowances(rounded up) away from the enemy(this includes unlimbered artillery,which must limber and move away).In doing so, they may not move closerto 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 iswithin four hexes of an enemy combatunit, 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 Ful lActivation with the division that justrolled on the Breakdown Table. Thesame player may then attempt toactivate the CLOSEST fr iendlydivision (closest is defined as numberof hexes from the original divisioncommander’s 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 rol l ing 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 majorsections—Activated 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 attemptedactivation 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) thatwere activated under the IndependentLIM. Use this as a reminder to increasethose commands’ Fatigue Level duringthe 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 commandswhich are arriving 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 Levelin 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 Breakpoint: Divisions which havereached their Breakpoint may nolonger have their Division LIMs in theCommand Pool. Remove them to thisbox.

At Breakpoint & Fatigued by Combat:Place here any Divisions at Breakpointwhich are involved in combat (exceptmedium- and long-range artillery fire).These Division will 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 theTerrain 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 turnto turn, nor may they be lent from oneunit to another.

There are two types of movement:Regular and Strategic. All units from adivision must use one type ofmovement—some 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 listedon 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 unit ’s 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 theTerrain Effects Chart. When so required,a unit makes an immediate disorder checkby rolling a die and comparing it to theunit’s 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 cavalr y mayconduct their charges during combat—after all movement and Offensive Fire hasbeen completed.

5.1.3 Enemy Contact. When a friendlyunit moves into an enemy unit’s front hex(see 6.0), the friendly unit must end itsmovement for that activation. A friendlyunit which begins the activation in anenemy unit ’s 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 al l 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 moveat 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 FullActivation, 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 Movementmarker on its division commander. Aslong as that division commander has aStrategic Movement marker on it, thatdivision may use strategic movementwhether or not its LIM has been placedin the Command Pool. StrategicMovement markers may be removedvoluntarily at any time during a division’sactivation, but this ends the activationimmediately. The Strategic Movement

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

5.2.1 Strategic Movement Effects. Unitswhose 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 fullmovement allowance results in theremoval of the Strategic Movementmarkers from the units and thedivision’s LIM from the CommandPool.

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

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

• Lose strategic movement status if anenemy combat unit moves within threehexes of any unit of the division.However, the marker is not removeduntil the enemy units have completedtheir activation, including combat.

• May never initiate combat nor ReturnFire, Reaction Fire, Reaction Charge,Countercharge or Form Square inReaction. If attacked, they suffer thefollowing penalties:

1) Add 1 to die roll on moralechecks

2) Add 2 to opponent’s 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 hexesvia a Secondary Road, whether a Road isdrawn on the map or not.

5.4 Leader Movement

The movement allowance of Leaders is12 MPs. Division commanders may movewhen 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 turnalong 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 withits 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 notdefend 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 ReactionZone 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 cavalryCharge (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 al l-aroundReaction Zone. Whenever an enemy unitenters or expends movement pointswithin the zone, the Skirmish unit mayReaction Fire or Reaction Move. It mayReaction Move into any adjacent hex thatwill 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 Cavalr y Reaction. Cavalr ypossesses a special type of Reaction Zonecalled a Flank Zone that extends from itsf lank hexsides as specified in theformation rules [6.3]. Whenever anenemy combat unit of any type enters aF lank Zone, the cavalr y unit mayimmediately change facing one hexside.For every additional Flank Zone hex thatthe enemy unit enters, the cavalry unitmay turn an additional hexside. Thisfacing change does not cost MPs—it is afree movement. Note that making thisfacing change may be subject to aDisorder Check depending upon thecavalry unit’s 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 cavalr y 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 unit’s Reaction Zone, thatcavalry 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 unit’s Reaction Zone, it mayReverse Move an additional hex[6.2.5].

• Reaction Charge (see charge combatrules). If the cavalry unit fails itsReaction Charge pre-melee moralecheck, it is immediately disordered anddoes not charge. A Reaction Chargemay NOT be Countercharged.Resolve the charge combatimmediately during the movement ofthe 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 occurwithin the Reaction Zone. This meansthat 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 unit ’s 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 enemyinfantr y or arti l ler y unit enters itsReaction 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 moveswithin the Reaction Zone, the artilleryunit could only Reaction Fire at ONEenemy unit or change formation once. Itmay not Reaction F ire 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 unit’s 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 ; fai lure doesn’t disorder thearti l ler y unit (arti l ler y is 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 changedvoluntarily or involuntarily, 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 aline of infantry, usually three or four ranksdeep, deployed to make maximum use of itsfirepower. It is an unwieldy formation—difficult to move and subject to easydisruption. Line infantry suffers penaltiesduring morale checks, but has improvedfirepower.

When changing into Line formation, turnthe infantry unit to face the hex vertex, asshown 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 activation must make animmediate Disorder Check, one checkper additional vertex.

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

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

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

6.3.2 Infantr y 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 formationsto 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 isthe “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 AInfantry inLine

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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.

• May not Slide (through flank hexes).• May About Face (changing its rear to

its front) at a cost of 2 MPs.

6.3.3 Skirmishers. Skirmish orderrepresents a special sort of dispersedformation, 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 unit ’s firepower isweaker than Line units, and if in meleecombat, skirmishers are in big trouble (andface a significant penalty when attemptingto Form Square in Reaction to a cavalrycharge).

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 a“front” 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, atwhich point they lose Skirmish status.

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

Square provides a maximum morale benefitand is almost invulnerable to melee combat.However, Squares are immobile and presentan 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. It mayonly fire at one target at a time. Note thatForming Square in Reaction (a reactionto an enemy cavalry charge) is the onlyvoluntary infantry formation changeallowed during your opponent ’sactivation.

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 itallowed the possibility of overlapping adefender’s 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 CInfantry asSkirmishers

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 EInfantry inSquare

[React] [React]Front Front

[React] [React]Front Front

[React] [React]Front Front

Figure FCavalry inLine

[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 BInfantry inColumn

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

vertex, must make an immediateDisorder Check for each additionalvertex.

• May Slide through either of its flankhexes at a cost equal to double thehex’s 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 of 3 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 over lapped ifcountercharged 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.

• May not Slide (through flank hexes).• May About Face (change its rear to its

front hexside) at a cost of 3 MPs.

6.3.7 Limbered Artiller y. Limberedartillery is hooked up to the horses, ready tomove. Due to its weight and bulkiness,artillery doesn’t 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.

When artillery is Limbered, flip thecounter 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 artillery unit Unlimbers, flip thecounter over to the Unlimbered side.Unlimbered artillery must face a hexvertex, 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 units,morale failure, etc. The term involuntaryis somewhat misleading, since units canvoluntarily 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 widevariety of possible causes. Disordered unitshave their morale and fire strength reducedand can’t voluntarily melee.

Figure GCavalry inColumn

[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 ILimberedHorseArtillery

RearRear

Rear Rear

Figure JUnlimberedArtillery(Foot orHorse)

Front Front

[React] [React] [React]

[React] [React]

Figure HLimberedFootArtillery

Front Rear Rear

Rear

Rear

Rear

Figure KDisorderedInfantry(has noflank)

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 of

times 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 costof double the normal movement cost,but not into hexes occupied by othercombat units.

• May not Slide (because they have noflank hexes).

• May About Face (change its rear to itsfront hexside) at a cost of 3 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 LDisorderedCavalry(has noflank)

[React] Front [React]Front Front

[React] [React] [React]

[React] [React] [React]

[React] [React]

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

[React]

RearRear

When a unit Routs, flip it over 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 opponent’s combat phase.Artillery 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 Lineface 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

Rear Rear Rear

Rear

Rear

Rear

Figure RMulti-HexCavalryin 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 SMulti-HexCavalryin 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 QMulti-HexCavalryin 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 NMulti-HexInfantryin Line

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

Rear Rear Rear

Flank Flank

[React] Front [React] Front Front

[React]

Flank

Flank

Flank

Flank

Rear

Figure OMulti-HexInfantryin Column

Figure PMulti-HexInfantryin 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 must“wheel” 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 stackwith more than one artillery counter(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-hexinfantry unit 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 fr iendly 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. Stackingrestr ictions are always in effect—including during movement. If violatedduring movement (as units pass througheach other), al l 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:• Infantry—Only the top unit of a stack

may fire, but all units may participatein melee.

• Cavalry—Every unit in a stack mayparticipate in melee, but the top unitsuffers the effects first [8.4].

• Artillery—One 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.Artillery SPs do not participate inmelee.

7.3 Stacking and Combat

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

7.3.1 Massed Targets. Stacking morethan one infantry battalion or cavalryregiment in a hex represents a MassedTarget for artillery. Artillery firing at aMassed Target, receives a benefitial firecolumn adjustment—one to the right.

8.0 COMBAT

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

1. Active infantry and artillery mayconduct Offensive Fire. Inactiveinfantry and artillery may ReturnFire against units that fired atthem.

2. Active units may attempt melee.Active infantr y may conductBayonet or Assault Combat;cavalry may conduct Charges.

6.5.3 Movement. Multi-Hex counterspay the same terrain costs as a one-hexunit. Whenever a multi-hex counter withmultiple 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 counterswon’t 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 counter—it does not countagainst friendly stacking, does not blockenemy movement, and may not beattacked.

Figure TMulti-Hex LineWheelingRight

Figure UMulti-Hex ColumnWheelingRight

New

New

New

New

Front Front Front FrontN

ewFront

NewFront

NewFront

OldFront

OldFront

OldFront

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Inactive infantry and artillery mayReturn Fire against units that aremeleeing them (if they haven’talready done so during OffensiveFire). Inactive cavalr y mayCountercharge.

All active units must complete theirOffensive 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 af ter Movement iscompleted. A unit may only OffensiveFire once per turn. Each unit firesindividually—units may not combinefire—and 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 fireat 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 ifanother enemy unit is adjacent to yourfront 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 Firesduring enemy movement may still ReturnFire during the following enemy combat

8.1.4 Artillery Fire Limits.Artillery may Reaction Fire orReturn Fire once per activation.Artillery 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 player’schoice.

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

unit’s hex, never count the firing unit’shex. On the Artillery Range Table, findthe type of artillery firing and the rangeto the defender ; the result is theadjustment to be made to the artilleryunit’s base Fire Value.

8.1.7 Line of Sight. A firing unit musthave 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 firer’s hex to the center ofthe target’s hex and note through whichhexes and hexsides that line passes. If thisline straddles two hexes, passing along thehexside, then if blocking terrain exists ineither hex, there is no LOS. Situations ofblocked 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 unit,then 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 followingblocking 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 LOS exists when units and/orblocking terrain is on an interveninglevel which is lower than both the firerand target.

• The minor slopes depict gentle angles,with the hilltops being gently slopedpeaks, not strictly flat plateaus. Thus,being 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 elevations—and theelevations are the ones adjacent to asteep or sharp slope hexside—thenthat 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 higher than 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. F irecombat is conducted as follows:1) Determine the target unit’s Defense

Value class.2) Determine the firing unit’s Fire Value.

A unit’s Fire Value is printed on thecounter but may be modified by theunit’s formation and morale level, andin the case of artillery, by the range tothe target unit.

3) Cross reference the modified FireValue with the Defense Value on theFire Table to determine the FireColumn that will be used to resolve thefire. Adjust the column according tothe target’s 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. MassedTargets 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 theattacker ’s 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 stack in 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 beAssaulted [8.3]. A defender in non-Defensive Terrain may NOT beAssaulted; it must be Bayoneted. Anyrouted defending unit is automaticallyeliminated.

2) Attacker’s 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 attacker’s 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 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) Defender’s Check. Artillery defendingalone in the hex is el iminated.Otherwise, 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 ashaving a non-routed friendly combatunit adjacent to a flank hexside. If thedefender passes, the combat isfinished. If the defender retreats,defending unlimbered artillery iseliminated, while limbered artilleryretreats.

Design Note: Melee combat in the openwas rare—invariably one unit or theother would lose its nerve before contact.

8.3 Assault Combat

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

8.3.1 Assault Procedure1) Declaration. The active player declares

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 automatical lyeliminated.

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2) Attacker’s 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 attacker’sPre-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 F ire 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) Defender’s Check. Every non-artilleryunit in the defending hex makes aseparate Pre-Melee Morale Check andapplies the result immediately. If thedefender is artillery alone, the artilleryis el iminated. Otherwise, ever ydefender conducts a Pre-MeleeMorale Check, modified as listed onthe chart. If the defender fai ls ,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 attacker’s (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 ResultsTable, implementing the result of themodified die roll immediately. If all

defending infantr y or cavalr y iseliminated or retreats, defendingunlimbered artillery is eliminated, butlimbered artillery may retreat.

6) Melee Continues. If the result is“melee continues” and neither sideconducts voluntary retreat to vacatetheir hex, then repeat step 5.

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

8.4 Charge Combat

Only non-blown cavalry undera Full Activation and markedwith a May Charge marker may conductCharge combat during the active player’sturn. 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, seeA13.1]. The Charge Range of inactivecavalry 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 can’t 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 theattackers’ 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 notmove through prohibited terrain). Theattacking stack must always enter afront hexside during the charge, but itmay change facing one hexside per hexentered during the charge.

3) Countercharge. If the defending stackis non-blown cavalry and the attackerhas 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 passesmust 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, Artillery

must Stand.• Units in Strategic Movement may

NOT Form Square.• Any routed defending unit is

automatical ly el iminatedimmediately.

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

Form Square: The infantryunit 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 theReturn 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 is“melee 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, thecharging cavalry may pursue. 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 fir ing 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 defender ’s hex has beenvacated, the charging cavalry advancesinto the defender’s 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 Cavalry. Cavalry under aBlown-2 marker may onlymove half of their movementallowance (rounded up), maynot charge, and are alwaysdisordered.

Cavalr y under a Blown-1marker may only move half oftheir movement al lowance(rounded up), and may not

charge. They may change formation,however.

8.4.5 Blown Recovery. Cavalrythat doesn’t 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 haven’t moved during theactivation). The Recovery marker remainson the Blown units for the rest of the turn,but must be removed from a Blown unitif 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 unit’s Blown level byone. Once the Blown marker is removed,the cavalry unit may move and fightnormally.

8.5 Combat Results

Most combat results will take the form ofSP 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 VOverlap of +1

Figure WNo Overlap

Figure XOverlap of +1

Figure YNo 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 thatsuffers 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 don’t 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 Meleeresult 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 don’t 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 Melee in order tobreak the stalemate if he wishes.

8.5.4 Double Retreats. When Fire orMelee combat results in morale checks forthe attacking and defending stacks, andas a result both stacks Rout and/orUnsteady Retreat, the following hierarchyis in effect:• If both stacks Unsteady Retreat, the

players roll a die and the low-rollingplayer’s stack must retreat, while theother becomes Unsteady but does notretreat.

• If one stack Routs and the other stackUnsteady Retreats, the Routing stackstill Routs while the Unsteady stackremains Unsteady but does not retreat.

• If both stacks Rout, the players roll adie and the low-rolling player’s stackmust rout, while the other becomesUnsteady but does not retreat.

8.5.5 Leaders in Combat. Any time acombat unit loses a SP and a leader isstacked in the hex, roll one die. If morethan one leader is stacked in the hex, rollfor each leader individually. On a roll of0 the leader has become a casualty.

Randomly draw a new(unnamed) leader counter fromamong the replacement leadersprovided in the counter set.That replacement leader is now

the new leader of that division or corps,and his ratings are used for all commandeffects.

Leaders may freely decide to join or notjoin retreating units in its stack. Leadersleft alone in their hex are immediatelyplaced in the nearest hex with a unit underhis command (player ’s choice ifequidistant). If al l of his units aredestroyed, so is the leader.

9.0 MORALE

All infantry and cavalry units operate atall times under a Morale Level rangingfrom Good to Shaken to Unsteady toRout. As a unit ’s Morale declines its

combat effectiveness declines also, untilit Routs and runs away. Artillery unitshandle Morale somewhat differently thaninfantry and cavalry, as outlined below.Please note that Disorder is not a MoraleLevel, but instead represents a unit whoseformation has become badly broken updue to terrain or other factors.

9.1 Morale Checks

During combat a stack may be requiredto make a Morale Check. Consult theMorale Check Table and roll a die,applying all necessary modifiers. If themodified die roll is equal to or less than aunit’s Morale rating, the unit has passedand suffers no other effects. If greater thanthe rating, the unit will lose one or moreMorale Levels, as indicated by the MoraleTable.

9.1.1 Morale Levels. The four possibleMorale Levels are, in order:

4. Good3. Shaken2. Unsteady1. Rout

Any time a unit fails a Morale Check,downgrade morale by the indicatednumber of levels and place thecorresponding marker on the unit. It isentirely possible for a unit to fall fromGood to Rout if it fails a Morale Checkbadly enough. All units in a stack musthave the same Morale Level, and theirlevel must be equal to the worst Moralein the stack. So, if a Shaken unit stackswith a Good unit, both units becomeShaken. Routed units may not voluntarilystack with other units.

Exceptions:• When the top unit in a stack retreats

as a result of its Morale reaching Routor Unsteady, the entire stack does notalso Rout or Unsteady retreat. Instead,every other unit in the stack makes amorale check.

• Leaders do not have morale and mayvoluntarily join the retreat or remainwith the other unit(s) of the stack.

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9.2 Morale Effects

9.2.1 Good Morale. A unit without aMorale Level marker is always consideredto be in Good morale. A unit in Goodmorale moves and fights normally.

9.2.2 Shaken Morale. A unitin Shaken Morale is given aShaken marker and suffers a +1penalty to all Morale and Pre-Melee Morale Checks.

9.2.3 Unsteady Morale. A unitin Unsteady Morale is given anUnsteady marker and mustimmediately retreat one hex ifinfantry and two if cavalry [10.0]. If theretreating unit is the top unit in a stack,al l other units in the stack mustimmediately make a Morale Check. Anyfriendly units that are adjacent at themoment of the retreat must also checkMorale. It is entirely possible that theretreat of one unit will, through a chainreaction of Unsteady results, cause anentire line to retreat.

An Unsteady unit:• Suffers a +2 penalty to all Morale and

Pre-Melee Morale Checks.• May not initiate melee combat of any

type, including Countercharge andReaction Charge. It may defendagainst Melee, however.

9.2.4 Rout. A unit in RoutMorale is immediatelyDisordered ; i f alreadyDisordered it remains inDisorder. Place a Rout markeron the unit, which must Rout retreat. Ifthe Routed unit is in a stack, every otherunit in the stack must make a MoraleCheck. In addition, every friendly unitthat is adjacent to the Routed unit at themoment of Rout must make an immediateMorale Check. It is entirely possible thatthe Rout of one unit will, through a chainreaction of Rout or Unsteady results, causean entire line to Rout or Retreat.

A Routed unit:• May not move voluntarily and has no

facing.

• May not perform any type of combatand is automatically destroyed if itreceives any result from fire combatother than No Effect, or if it is theobject of a melee declaration (unlesssaved by a Countercharge).

• May not stack voluntarily with otherunits—however, if units from the samestack Rout, they must Rout together.

• Suffers a +2 penalty to all Rally MoraleChecks.

• Will lose an additional SP during theRally Phase if it fails to rally [12.4].

• If rallied, may never return to Goodmorale. Shaken is the highest moralelevel it can ever reach. Use the Shaken-R and Unsteady-R markers to indicatethis.

9.3 Artillery Morale

Artillery morale is handled somewhatdifferently from infantry and cavalrymorale. Artillery is always in GoodMorale. Artillery that is required to makea Morale Check, whether from a SP lossor Morale Check combat result, checksmorale normally using the Morale CheckTable. However, for each Morale Levelthat the artillery unit loses, it instead loses1 SP. So, if the Morale Check result was“–2 Morale Levels,” the artillery wouldinstead lose 2 SPs. Artillery losses fromfailed Morale Checks don’t result inadditional Morale Checks.

10.0 RETREATS

Units that become Unsteady or Routedmust immediately retreat. Unsteady unitsretreat one hex if infantry and two hexesif cavalry. Routed units retreat a numberof hexes equal to half of its movementallowance (rounded up). Retreats are bynumber of hexes, not movement points.

10.1 Retreat Procedure

Move the retreating unit a number ofhexes equal to the required retreat length.Unsteady units maintain their originalfacing after the Retreat—think of them

as backing away from the enemy.However, Routed units change facing toface the direction of the retreat. Theretreat path must follow the retreatprior it ies as far as possible, givingemphasis first to the earlier numberedpriorities. The retreat path must adhereto the retreat restrictions.

10.1.1 Retreat Restrictions. A retreatingstack:• Cannot end its Retreat stacked with

non-Retreating units. It will continueRetreating until it enters a vacant hex.

• Must remain together; the stack can’tsplit up while Retreating.

• May not enter or move throughprohibited terrain, nor an enemy-occupied hex.

• Cannot enter a hex more than once inthe same retreat.

• Is subject to Reaction (but not fromthe units causing the Retreat) if itmoves through an enemy unit ’sReaction Zone (other than the hexfrom which the Retreat begins).

• Cannot Retreat off the map, butinstead halts at the map edge and losesa number of SPs equal to the numberof Retreat hexes not moved.

• Which cannot Retreat its full distancedue to the presence of enemy units orprohibited terrain loses 1 SP each hexnot retreated.

10.1.2 Retreat Priorities. Retreatingunits should follow the followingpriorities and move:1) Away from the enemy units that

caused the Retreat.2) As far away from enemy units as

possible.3) Through unoccupied hexes.4) Through friendly-occupied hexes, if

entering them allows the retreatingunit to move farther away from theenemy. Retreats through friendly unitscauses the stationary stack to make aMorale Check.

5) Toward their army’s Retreat Direction(specified in the playbook).

6) In as straight a line as possible, usingthe path of least resistance.

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11.0 BREAKPOINT

There are three types of Breakpoint: unit,division and corps.

11.1 Unit Breakpoint

An infantry or cavalry unit that suffers anumber of cumulative SP losses greaterthan half of its original strength has reachUnit Breakpoint. At the end of thecombat in which it reached Breakpoint,if the unit was in Good Morale itimmediately becomes Shaken. A unit inany other Morale Level besides Good isunchanged.

Exceptions:• Certain elite units, as defined in the

playbook, may not be subject to UnitBreakpoint.

• Artillery units are never subject to UnitBreakpoint.

11.1.1 Unit Breakpoint Effects. A unitthat has reached Breakpoint:• Suffers a +1 modifier to all Morale

Checks.• May never initiate melee combat, but

may defend normally against melee.• May never recover Good morale (the

best Morale Level it canever reach is Shaken). Usethe Shaken-R andUnsteady-R markers to soindicate this.

11.2 Division Breakpoint

A division that has a numberof combat units at UnitBreakpoint equal to itsDivision Breakpoint Level hasreached Division Breakpoint. A Division’sBreakpoint Level is listed on CommandCard. W hen a division reaches itsBreakpoint, mark the division commanderwith a Division at Breakpoint marker.

Exception: Certain divisions, as listedin the playbook, may not be subjectto Division Breakpoint.

11.2.1 Division Breakpoint Effects. Adivision that has reached Breakpoint:• May no longer conduct a Full

Activation. If its LIM is in theCommand Pool, it is withdrawn in thenext LIM Removal Phase and may nolonger be added under anycircumstances.

• May not activate as part of a CorpsActivation or upon the drawing of theIndependent LIM.

11.3 Corps Breakpoint

A corps with al l of its divisions atBreakpoint has reached CorpsBreakpoint. When at Corps Breakpoint,the corps may no longer attempt a CorpsActivation. There are no additionaleffects, although such a situation may bea victory condition for the other player.

12.0 RALLY

During the Rally Phase at the end of aturn, units whose Morale is worse thanGood may attempt to Rally (regardless ofwhether the unit is with a leader, InCommand or Out of Command).Rallying is completely voluntary.

Exception: Units which are adjacent toenemy units may NOT rally.

12.1 Rally Procedure

For each stack attempting to Rally, makea Morale Check. Use all applicablemodifiers. If it passes, improve the unit’sMorale by one level. If it fails, the unitretains its current Morale Level. A stackthat is Shaken or Unsteady attempts toRally only the top unit. If it rallies, theentire stack improves its Morale Level.

A stack of Routed units must attempt toRally each unit individually. It is entirelypossible that at the end of the Rally Phase,the stack may contain both Routed andun-routed units—this state of affairs won’tlast long, however, as the Routed units willthen retreat a hex [12.4].

12.2 Rallied Routed Units

A Routed unit that Ralliesimmediately changes facingfreely, but remains Disordered.In addition, a unit that Routsand then is Rallied may neverrecover Good morale—the bestMorale Level it can ever holdis Shaken. Mark such unitswith an Unsteady-R or Shaken-R markerto remind players that they can’t achieveGood Morale.

12.3 Recovering Cavalry

After a charge, cavalry is givena Blown-2 marker. During theRally phase, each Blowncavalry unit that possesses aRecovery marker may decrease its Blownlevel by one, from Blown-2 to Blown-1,or from Blown-1 to regular status. This isautomatic and doesn’t require a MoraleCheck.

12.4 Rout Loss

In the Rout Loss Segment of the RallyPhase, any Routed units on the map lose1 SP and retreat one hex. If there are noadjacent vacant hexes, the unit continuesto retreat until it enters a vacant hex.

13.0 FATIGUE

All combat units except artillery have aFatigue Level ranging from 0 to 9. Fatigueis tracked by division; all units of adivision possess the same Fatigue Level.To indicate a division’s FatigueLevel, place a number counterequal to the Fatigue Levelbeneath the divisioncommander. Usually divisionsbegin a scenario at Fatigue Level 0. AsFatigue rises from activity in the game,the division’s abilities become impaired(see Fatigue Effects Table).

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Fatigue Level changes and their effectsare not implemented until the FatigueSegment. Use the boxes on the CommandCard to keep track of which commandsare subject to Fatigue Level changes. Asyou flip “Finished” leaders back to theirready side for the next turn, be sure tomake the proper Fatigue adjustments toBrigade Commanders (see Playbook).

13.1 Increasing Fatigue

A division’s Fatigue increases if its LIMwas drawn from the Command Pool, orif it participated in combat. A division’sFatigue may only go up one Level perturn.

13.1.1 Command Pool. Every time aDivision’s LIM is drawn from theCommand Pool, its Fatigue Level willincrease by one in the Fatigue Segment.The level will increase regardless ofwhether the division performs a FullActivation or not. This includes Corpsactivations; all divisions of a corps gainFatigue when the Corps LIM is drawn,whether they are within their corpscommander’s range or not. The drawingof the Independent LIM only triggers aFatigue increase for a command, if thecommand activates under theIndependent LIM.

Exception: If a division’s only actionwhen its LIM is drawn from thePool is to per form StrategicMovement, then its Fatigue Levelwill not increase.

13.1.2 Combat. A Division which has notplaced its LIM in the Command Pool willstill increase Fatigue if it performed or wasthe victim of any combat (other thanMedium and Long-Range artillery fire).Its Fatigue may only go up one Level perturn, regardless of how many times itattacked or was attacked.

13.2 Decreasing Fatigue

A Division may decrease its Fatigue Levelby one during the Fatigue Segment of the

Rally Phase, if all three of the followingconditions apply:• Its LIM was not in the Command

Pool, and• It has not performed nor been the

victim of any combat (other thanMedium and Long Range artilleryfire), and

• It is three hexes or more from thenearest enemy combat unit.

13.3 Fatigue Effects

At Fatigue Levels of 4 or higher, thedivision’s units are impaired by the effectslisted on the Fatigue Effects Table.Immediate Effects are implemented whenthe Fatigue increases to that level duringthe Fatigue Segment (do NOT recoverlost morale levels when Fatiguedecreases). Duration Effects are lastingeffects—lasting through the duration ofbeing at that level . Levels are notcumulative (e.g. a unit at Fatigue Level 5that increases to Level 6 still has a +1Morale Check modifier, not 1+1 = 2).

14.0 REINFORCEMENTS

Reinforcements that will enterthe game are listed for thespecific scenarios in theplaybook. Each scenario will

list the specific units, the turn of arrival,location (usually an Entry Area number)and any special conditions for the arrivalof reinforcements and movementobjectives.

14.1 Reinforcement Entry

Unless the scenario specifies otherwise,reinforcements will enter the map viaStrategic Movement. Duringthe Pool Placement Segment ofa reinforcement turn, the playerreceiving the reinforcementsplaces the Reinforcement LIMinto the Command Pool at no cost. Whendrawn, the owning player may enter allreinforcements onto the map at their entry

hex or Entry Area, one division at a time,using Full Activation (no activation rollis required). This is the only time whenreinforcements may enter during a turn—should a player decline to enter hisreinforcements, he must wait until nextturn when the Reinforcement LIM comesout again.

14.1.1 Entry Area. The numbered flagsymbols on mapedge hexes are EntryAreas for reinforcements. The scenariorules in the Playbook specify which EntryAreas are used and when.

14.1.2 Entry Chain. Players shouldconsider the reinforcements as being linedup in a chain off the map edge, so thateach additional reinforcing stack thatenters the map pays the terrain costmultiplied by the number ofreinforcement units that have enteredahead of it through that entry hex. So, thefirst unit would pay normal terrain costs,the second would pay double the normalterrain cost for its first hex on the map,the third unit would pay triple the normalterrain cost for its first hex on the map,and so forth. As a result of the length ofthis entry chain, it is possible that somereinforcements won’t be entered onto themap during the turn they are scheduledto appear.

14.1.3 Objective. The scenario rules maygive reinforcements an objective hex orhexes. In this case, when activated, any ofthese reinforcement under StrategicMovement must take the shortest path ofleast resistance towards their objectivehex. The units must attempt to reach theobjective by the shortest path (in MPs)which doesn’t bring them within threehexes of the enemy. Remove the StrategicMovement marker from the commanderat the end of the activation in which oneof his units reaches one of its objectives.If the Strategic Movement marker isremoved involuntarily (due to enemyunits), the command no longer need movetoward the objective, although it mayremain under other scenario movementrestrictions related to capture of theobjective(s).

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14.2 Reinforcement Delay

Reinforcements voluntari ly orinvoluntarily (through lack of MPs orpresence of enemy units) may be unableto enter the map on their scheduledreinforcement turn. A player maycontinue placing the Reinforcement LIMinto the Command Pool for every turn inwhich he has reinforcements that have notentered the map. Such units may bedelayed as long as the player wishes withno ill effects. Some scenarios may allowthe owning player to delay thereinforcements and enter them at anotherentry hex—see the scenario rules in theplaybook for details.

14.3 Enemy Presence

Reinforcements, when off-map, may notbe attacked by enemy units in any way.Reinforcements may not enter the mapinto enemy units or Reaction Zones. Ifthe presence of enemy units or ReactionZones prevents the reinforcements’ entry,those reinforcements are delayed one turnand may then enter at the nearest availablehex (compared to the original entry hex)that is not blocked by enemy units or theirReaction Zones. Reinforcements whichcan’t enter the map in StrategicMovement (due to enemy units beingwithin three hexes) may enter usingRegular Movement instead.

14.4 Subsequent Activation

As long as the reinforcement commanderhas a Strategic Movement marker on it,that command gets Full Activation andmay use Strategic Movement wheneverthe Reinforcement LIM is drawn. Oncethe Strategic Movement marker is firstremoved (voluntar i ly or not), thatcommand is subject to normal LIM drawsand activation procedures. Thereafter, itwill get Non-LIM Limited Activationuntil its LIM is added to the CommandPool via Command Change. Until then,keep the LIM in the appropriate portionof the Command Card as a reminder thatthe command is a reinforcement eligiblefor Full Activation while in StrategicMovement.

CREDITS

Design: David FoxDevelopment: Sal Vasta, William F. Ramsay, Jr., Stuart K. TuckerPlaytesting: David Antonio, Marty Arnsdorf, Richard Berg, Don Evans, Steve

Leonard, Jack Polonka, Stuart K. Tucker, Sal Vasta, Dick VohlersGame Map Graphics: Mark SimonitchCounter Art: Mark SimonitchCover Art: Rodger MacGowanRules Editing and Layout: Stuart K. TuckerProduction Coordination: Tony Curtis

Designer’s Special Acknowledgements:Wilbur Gray, for generously sharing his Napoleonic expertise.Dave Powell, for lending me his Austerlitz maps.Victoria Fox, my always supportive spouse.

GMT GamesP.O. Box 1308

Hanford, CA 93232-1308

www.gmtgames.com(800) 523-6111

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Figure GCavalry inColumn

[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]

Figure ILimberedHorseArtillery

[React] Front [React] Rear Rear

[React] [React] [React]

[React] [React]

[React]

Rear

Rear

Rear

Figure HLimberedFootArtillery

Front Rear Rear

Rear

Rear

Rear

Figure FCavalry inLine

[React] [React]Front Front

[React] [React] [React]

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

[Flank Reaction] Flank

[Flank Reaction] Flank

Rear Rear

[React] [React]Front Front

Rear Rear

Flank Flank

Figure AInfantry inLine [React]

Front

Rear

Flank Flank

[React]Front

[React]Front

Figure BInfantry inColumn

[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 QMulti-HexCavalryin Line

[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 RMulti-HexCavalryin Column

Figure NMulti-HexInfantryin Line

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

Rear Rear Rear

Flank Flank

Figure KDisorderedInfantry(has noflank)

Rear

Rear

Rear

[React] Front [React] Front Front

[React]

[React] Front [React]Front Front

[React] [React] [React]

[React] [React] [React]

[React] [React]

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

[React]

Rear

Rear

Rear

Rear

Rear

Figure SMulti-HexCavalryin Disorder

Figure LDisorderedCavalry(has noflank)

[React] Front [React]Front Front

[React] [React] [React]

[React] [React] [React]

[React] [React]

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

[React]

RearRear

Rear

[React] Front [React] Front Front

[React]

Flank

Flank

Flank

Flank

Rear

Figure OMulti-HexInfantryin Column

Figure PMulti-HexInfantryin Disorder

[React] Front [React] Front Front

[React]

Rear

Rear

Rear

RearRear

[React] [React]

RearRear

Rear Rear

Figure JUnlimberedArtillery(Foot orHorse) Front Front

[React] [React] [React]

FORMATIONS [6.3]