Eagles QB

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Eagles at Quatre Bras

These are fast play napoleonic rules for wargaming on hex terrain by
Norm Smith © 2015.

They are solitaire friendly, can be played through in a single session


and are set at the lower end of the complexity spectrum. Emphasis is
on giving a good game rather than simulation.

Using a 4’ x 3’ table with 4” hexes, gives a grid of around 12 hexes


wide by 9 deep, which typically accommodates something like the
Battle of Quatre Bras with around 4 divisions per side.

Units are representing brigades and divisional artillery, with a hex limited to holding no
more than 1 unit and any accompanying leader. Scale and basing of the figures do not
really matter as it is simply the formation in the hex that is considered, with the player
showing line, column and square formations for infantry and line for cavalry and artillery. A
suggestion is 2 or 4 bases for infantry and cavalry and 2 bases for artillery.

Giving a ground scale has been deliberately avoided as this allows for some disfunction,
such as light infantry being able to fire two hexes and also leaves the player with some
flexibility when designing battlefields, to get bigger battles into this small area or to go to a
lower level such as units representing regiments. Basically if it looks and feels right, then
go with it.

The system uses standard six sided and ten sided dice (the 0 on a D10 is read as ten),
plus a pack of standard playing cards.

Sequence of play.
Player 1 (as set by the scenario)

A. Friendly infantry units can attempt to become ordered and / or change formation. The
unit takes a single C&C test and if successful will be able to change formation and
lose disorder status and lose any blown marker (from cavalry) as necessary. If the test
is failed, then none of these things can be done.

next - friendly leaders can automatically re-locate from one unit to another.

B. Friendly horse artillery can move (max 2 hexes).

C. All friendly artillery (including any just moved horse artillery) can fire.

D. Friendly horse artillery that has just fired, but didn't move in phase B can now move
(max 2 hexes) - though they cannot move adjacent to an enemy.

E. All friendly cavalry wishing to charge can do so. The target unit will react.
F. All friendly infantry units in attack column that are within a three hex range of an enemy
(2 intervening hexes) can move 1 or 2 hexes to get adjacent to the enemy (if the terrain
and movement rules allow) and immediately attack. Columns both move and attack
one at a time, completing their assault before the next column moves.

G. All friendly units that have not been used in Phases B - F during this turn can now
move normally (includes horse artillery not used in B, C or D).

H. Any friendly infantry or cavalry (not artillery) unit that have not moved or attacked this
turn may now attack any adjacent unit (except rifles have a range of 2 hexes). Check
the attack chart to see how many attack dice units get in this phase. Rifle armed troops
can fire up to two hexes away. Units in square cannot attack.

I. If the friendly players army has taken at least 25 heavy casualty markers, then every
remaining unit in that army must take a Command & Control test. Each unit that fails
must fall back 2 hexes.

Player 2 now takes their turn in the above order of sequence.

Admin phase - once both players have completed a player turn, four playing cards are
dealt into a discard pile from a normal playing card pack - the game clock is advanced by a
number of minutes equal to the total value of those 4 cards cards. Treat ace / jack / queen
and king cards as each representing 15 minutes, all other cards simply represent the value
shown on their face.

Example - If a scenario starts at 1pm, then at the end of the turn in the Admin Phase, four
cards are turned over. If their total value was 42, then the game clock would be advanced
to 1.42 pm and so this would be the time at the start of turn 2. If reinforcements were due
at 1.45 pm, then they would not arrive in turn 2 as the clock would not have passed that
time yet.

Once done, the next turn starts with player 1 again starting the sequence of play.

General Game mechanics


Game Clock - The scenario will state what time the game starts and ends. The game
clock will be used to direct when reinforcements and other game related events occur. It
will also be used to manage some combat results. (see Admin Phase).

Unit capability - The scenario will describe whether units are mixed ability (i.e. militia or
perhaps unwilling allies etc), reliable (i.e. veteran line) or good (i.e. guard or rifles). This
will determine their chances of passing Command and Control tests and their
effectiveness in combat.

Disorder results - There is only one level of disorder, so a disordered unit that gets a
further disorder result is still just disordered without any further detriment. Disordered
cavalry cannot start a charge and disorder alway affects C&C tests.

Combats - For the given situation, the attacker will get one or more Attack Dice (if
modifiers removed all attack dice, an attacker will always be allowed to keep 1 attack die).
The dice used are standard D6 and the roll could cause harm to either or both attacker
and defender as follows;

Any ‘6’ rolled will cause a hit on the defender regardless of the situation or what
terrain the defending unit occupies.

Any ‘5’ will cause a hit on the defender, but only against a unit that cannot claim
any cover from the hex it occupies.

Any ‘1’ will result in a hit to the attacker regardless of situation or cover that the
unit might otherwise enjoy (except units using ranged fire ignore 1’s)

Once the dice are rolled, determine how many hits are applied to either player
and immediately consult the Hit Table.

Combat Modifiers - some situations, such as attacking flanks or the difference in unit
quality may increase or decrease the number of attack dice that an attacker can claim.
See the Combat Modifiers Chart for a full list.

Minimum attack dice - Regardless of game modifiers, a units attack dice can never be
reduced to below 1. Example Horse artillery firing at 2 hex range uphill would normally be
1 attack die minus 1 for attacking uphill which would prevent an attack, this rule ensures
that an attack can always be made.

Special note - if attackers manage to get a flank attack, the two bonus dice for the flank
attack are rolled separately and any results of '1' from those dice will not affect the
attacker.

Heavy casualties - each time a unit suffers this result, mark the unit with a casualty
marker as over time, heavy casualties build up and have a cumulative effect.

Important - When a unit takes its fourth heavy casualty marker and for every such
marker it takes thereafter, it must immediately take a C&C test. If it passes there are no
consequences. If it fails, the unit is considered to have routed from the field and is simply
removed from play.

There can only be one brigade in a hex at any one time - plus 1 leader.

Fall backs and retreats - units must always fall back in such a way that they reduce the
distance in hexes with their own baseline. A unit cannot retreat sideways or forwards.

If a unit cannot retreat over the distance required, it goes as far as it can and then
becomes disordered and takes a heavy casualty marker instead.

If a unit would be forced to retreat off the board, it can instead stop (or stay if it starts the
retreat in such a hex ) in the last hex that would it exit from and instead takes a heavy
casualty marker.

Units that do retreat off the board cannot return. They contribute to victory points and
whatever number of heavy casualty markers they have at the point of exiting, extra
casualty markers are added to the unit to make the number up to 4, which all count
towards the army collapse status (Phase I) of their own army.
Likewise, if a unit without 4 casualty markers is removed from play (such as when cavalry
ride down artillery), then heavy casualty markers are added to the unit to make that
number up to 4 and these will then contribute towards the army collapse level.

Note the term cannot advance on the Hit Table means that a unit cannot move in a way
that would take it nearer the enemy baseline.

Facing rules are not used. So units can move and fire into any
direction, but the potential for flank attacks is represented. When
a unit is attacked from more than 1 direction by cavalry or
infantry units IN THE SAME TURN (not just phase), with at least
a 1 hex gap between at least two of those attacks, then each
such attack after the first is counted as a flank attack.

Exception: Infantry in square do not have a flank.

Any unit making a flank attack gets two extra attack dice, but any 1’s rolled on those extra
dice will not count against the attacker.

Units can fire and move into any of the 6 adjacent hexes without regard for which way they
are actually facing in the hex (Design note - the turn is constructed to loosely represent
anything from between 8 minutes to 60 minutes of activity - with the higher numbers being
much more likely. A lot can happen in that time) .

Command & Control Tests.

Units may have to take a C&C test in order to do something. Roll a D10 and score equal to
or less than the units C&C rating to pass the test. The die roll can be modified (see charts)
and this is where being disordered and taking heavy casualties can make a difference. The
system is trying to show how units degrade in battle and to reflect the benefits of keeping a
fresh reserve.

Cavalry evading infantry (only) - If infantry attack cavalry in any form, immediately
before the attack is made, the other player can choose to try and evade by taking a C&C
test. Regardless of the result the cavalry unit can retreat one or two hexes (their choice),
but if the test fails, the cavalry unit additionally goes disordered and suffers a heavy
casualty marker.

Formations.

It is suggested that a unit in the game is represented by either 2 or 4 bases (artillery works
best with just 2 bases - to fit the hex) side by side. A good ordered unit is shown by having
all of their bases always touching each other. Bases in a formation that has become
disordered are separated slightly from each other - enough that it is clear to both players
that the formation is disordered.
Cavalry is always in line.

Artillery is always in line (there are no deployed /


limber rules in the game).

Infantry can be in line, or in attack column, or in


square.

Not all nationalities used the attack column


formation. Check the scenario instructions for such
limitations. Light infantry cannot go into attack
column.

The formation type and whether or not it is ordered


/ disordered may influence a units movement and
combat capability. See the respective tables.

Infantry in square cannot be attacked by cavalry and they themselves may not attack, but
any infantry or artillery attack made against a square gets an additional 1 Attack Die.

Infantry go into square when attacked by cavalry as part of the charge process. They can
also voluntarily go into square during Phase A by passing a C&C test.

Light infantry ignore terrain costs when moving, so they always treat terrain as open for
movement purposes, allowing them to move 3 hexes, otherwise they behave like normal
infantry - unless they have rifles, in which case, they can also fire at 2 hexes.

Reinforcements.
When a player gets reinforcements, they can enter play at the most appropriate time. This
will most often be in Phase G, but equally some units want to enter in other legal
situations, such as cavalry can charge onto the table in Phase E and horse artillery might
want to enter in phase B so that they can fire in Phase C.

The order of battle will list the first hex that the unit will use as their entry hex. Normal
movement rules apply. If there is not enough room for all arriving units to move onto the
table via the entry hex, then the excess units back up and get priority to enter the table in
the players next game turn.

Leaders - A leader must always be located with a friendly unit and can always be used (i.e
it will always modify a C&C test and can act in any Phase(s) required. In Phase ‘A’, a
leader can be transferred from its unit to any other friendly unit in play.

Whenever a unit that has a leader with it suffers a ‘heavy casualties’ result or is removed
from play for any reason, the leader must take a survival test. Roll two D6. If the result is 9
or 10 the leader is wounded and removed from play until a game hour has elapsed, at
which point it is simply placed back in the game with a unit of choice. If the result is 11 or
12 the leader is killed in action. Other dice results have no effect. A leader that survives
can automatically be transferred to the nearest friendly unit.

Rules directly relating to the sequence of play (in order of play).

Ordering units (Phase A) - If a unit wants to change formation (infantry only) and / or
recover from disorder to become ordered and / or lose its ‘blown ‘ status, then it must pass
a C&C test. The unit takes a single test and if successful each and all of those three things
as necessary are done all at once. If the unit fails the test, then none of them are done and
the unit keeps its current formation and order status and blown marker (if any).

Example, a disordered unit in line wishing to go into attack column would take a C&C test.
If it passed, it would return to good order AND go into attack column. If it failed it would
remain as disordered line.

Finally - any and all friendly leaders, can freely relocate from their current unit to join any
different unit.

Horse artillery move (Phase B) - these units may move 1 or 2 hexes, subject to the
terrain chart.

Artillery fire (Phase C) - Artillery have 3 range bands and must


check line of sight to ensure that they can see the target.

When artillery fires, the number of attack dice used are


dependent upon range as shown in the below table. The shortest
artillery range accounts for the devastation of canister / grape
being used.

Artillery fire against squares gets an


Range Horse artillery Foot artillery additional 1 attack dice regardless of
attack dice attack dice range.
1 hex 3 3
Artillery (and rifles) firing at a range
2 - 7 hexes 1 2 greater than 1 hex never suffer the
8 or more 1 1
normal consequences of any ‘1’ results
on hexes their attack dice. i.e. they don’t take
hits.

However, for every ‘1’ that artillery roll, they must roll another D6 and if
that is also a ‘1’, then the unit goes out of ammunition and cannot fire
again until at least 1 hour of game time elapses.

Line of sight / Line of fire


Only artillery and rifle armed troops can fire at distances greater than 1 hex providing they
can see the target. Line of sight is calculated by running a straight edge from the centre of
the firers hex to the centre of the target hex. Every hex between the firing and target hex
along that path must be considered to see whether it blocks the view.

All troops and some terrain types may block the line of fire, they are considered to fully fill
the hex when assessing line of sight, so even if the line of fire does not physically pass
directly through, say, a building, but rather just clips the edge of the hex that the building
sits in, it will still count as though the line of fire is blocked by the building - likewise with a
unit or other obstruction.

There are 3 levels of obstacle to consider. Ground level, low level and high obstacle.

Ground level covers things like streams, roads, ploughed fields etc and they NEVER
block LOS.

High obstacles are buildings, woods and hill hexes and they ALWAYS block LOS. Such
hexes between the firer and target will even block LOS when both firer and target are
themselves on hills.

Low level obstacles are things around 5 to 6 feet high such as soldiers or some vineyards
or other tall crops (as per scenario instructions). These obstacles DO block LOS when the
firer and the target and the obstacle are at the same level, but if either the firer or target or
both is on a hill, then the low level obstacle between them does not obscure the shooting.
So units on a hill could fire over the heads of troops on a lower level for example.

Horse artillery may be able to move (Phase D) - This phase is just to allow horse
artillery to have the flexibility to move / fire or fire / move in a turn to better reflect their
tactical value. To move in this phase the unit must have not moved in Phase B and must
have fired in Phase C. They can move 1 or 2 hexes, but cannot move adjacent to an
enemy.

Cavalry charging (Phase E) - cavalry do not as a mater of routine


dash around the battlefield faster than everything else for the entire
game and when they charge, they are still only covering roughly the
same ground as they could in a normal turn, but their energetic charge
allows for a powerful attack combined with that movement. Cavalry
can only charge if the target is between 2 and 4 hexes away (i.e. never
at a unit to which they start adjacent) and they will be able to reach the
target by the end of their charge move (i.e. terrain traversed must not
be of a type that would interfere with that charge).

This means that when cavalry charge, they can move either 1, 2 or 3 hexes to move
adjacent to the enemy unit.

A cavalry charge cannot be made against an infantry unit already in square.

Only ordered cavalry can start a charge. If it becomes disordered during the charge, it will
still be able to complete the charge.
Announce the charge and move the cavalry up to the target. The target now gets a chance
to counter-act and how it does this will depend on what type of unit it is, as follows;

Countering a charge

Countering with Infantry - Infantry must always attempt to go into


square. They take a C&C test. If they pass they go into square keeping
their current order or disorder status. If they fail the test they still go into
square, but become disordered and take a casualty marker.

The charging cavalry automatically become disordered. They also take a C&C test. If they
fail, they will collect a heavy casualty marker and fall back 1 hex (along the charge route).
In any case, this ends the cavalry charge as charging cavalry cannot attack a square and
a square cannot fire. (see after charge rules below).

Countering with artillery - Artillery can attempt to fire before the charge hits them - they
take a C&C test. If they pass they stand and fire with 3 attack dice. If they fail the test, the
men have run away from their guns and abandoned the position, remove the gun unit from
play permanently.

If both the artillery unit and the charging cavalry unit are still in place after the above, then
the cavalry simply attacks the artillery with 2 attack dice using normal combat attack
procedures. (see after charge rules below).

Countering with cavalry EVADE - Light cavalry must attempt to evade when charged by
lancers or any other cavalry that is not classed as light. They take a C&C test. If they pass
they pull back either 1 or 2 hexes (their choice) and the attackers charge ends (though
they can move in and capture the vacated hex).

If the light cavalry fail their test and do not evade, then they stay in place and the charging
cavalry attack them with 3 attack dice. (see after charge rules below)

Countering cavalry COUNTER-CHARGE - in any other situation than described in the


above evade section, the cavalry unit must attempt to counter-charge. They take a C&C
test, a pass means a good counter-charge and a fail means a poor counter charge has
occurred.

If the defenders put up a good counter-charge, the attacking cavalry will only get 2 attack
dice. If the defenders makes a poor job, the attackers will get 4 attack dice. (see after
charge rules below)

After the charge


Charging cavalry will always become disordered and take a blown marker regardless of
what else happens to them.

After charge, cavalry that did not suffer a hit (roll of 1) or collect a heavy casualty marker
are simply returned to the hex that their charge originated from. BUT if the target hex was
vacated as a result of the charge, then those cavalry can advance into that hex and hold
ground instead of returning to their hex of origin (players choice).
Impulsive cavalry - Some cavalry (see scenario instructions) were impulsive and difficult
to control post charge - such units (as determined by the scenario) must take a C&C check
post charge and those that fail get two blown markers instead of 1. This test is taken
AFTER the decision whether or not to capture and hold a vacated hex if applicable.

Attack Column (Phase F) - Infantry in this formation can move 1 or 2 hexes


this phase (terrain chart permitting) if that will bring them into contact with an
enemy (otherwise they move in Phase G). The unit moves and then
immediately makes an attack getting 3 attack dice, with the results
immediately applied. Similar to the cavalry charge, this move combines
movement with attack.

If the defending hex is vacated, then the attacking unit must move into it as the concluding
act of that attack. Note units in this formation will only get 2 attack dice if attacking later in
phase H instead of this Phase.

Standard movement (Phase G) - Units that have not been used in Phases B - F can now
move subject to the terrain chart. Standard movement rates are; - any unit can now move
up to 3 hexes if every hex they enter will be open. Otherwise they move 2 hexes. Note that
high ground without any terrain feature on it counts as open for these purposes.

The exception is that units on a road can move 4 hexes providing they stay on the road
and do not move within 3 hexes (2 intervening hexes) of an enemy.

IMPORTANT - Units that are already adjacent to an enemy


(not just a lone enemy leader) cannot move directly into
another hex that is adjacent to the same or another enemy
unit.

In the example on the left, the French unit could only move
into the hex highlighted with the arrow, as any other move
would breach the above rule.

IMPORTANT - If a unit forced to fall back as part of a combat


result cannot move directly towards its own baseline because
of the above rule, then it stands in place instead, becomes disordered and takes one
‘heavy casualty’ marker in the process as per the retreat rules below.

General attack / fire (Phase H) - Infantry and cavalry units (not artillery) that have not
fired or moved in phases B to G now attack and adjacent unit (except rifles have a range
of 2 hexes). Line infantry (including light infantry) attack with 3 attack dice, infantry in
attack column get 2 dice, cavalry get 1 die and squares cannot attack.

Units attack one at a time. Units can never have the number of their attack dice reduced
below 1.

Units can only ‘gang up’ against an enemy unit if the secondary units do not have any
other target that they could attack and that another unit is not attacking this TURN. All
Phase H attacks are declared before any are rolled for. Units attack individually, so that
the player knows which dice have been used by that unit (they may roll 1’s).

If the fire clears the enemy hex, the attacker can move into that empty hex.

in the example below, the French player would ideally like all three infantry units to attack
the British unit in the top left hex - but there is also a British unit in the lower hex that is not
being attacked by anything else this phase, so one of the French units would need to face
off against the lower British unit to free up a third
French unit to attack either one of the British units to
comply with the ‘gang up’ rule.

NOTE, attacking is not compulsory, so the unit that


faces off against the threat does not actually have to
attack it, it is simply thought of as being engaged with
another unit and so is not free to join the 'ganging up'
attack.

The ideal attack would be for the centre French unit


to face off against the lower unit. This would leave the
other two units free to attack the top unit and since
there is at least a 1 hex gap between those two
attackers, the second attacking unit could claim a flank attack and get an extra 2 attack
dice.

Army collapse! (Phase I) - Once a side has l taken 25 heavy casualty markers (the loss
of a leader killed ((not wounded)) will count as a casualty marker) all remaining friendly
units each turn must now take a C&C check during this Phase. Each unit that fails falls
back 2 hexes, suffering any of the normal consequence for failing to be able to retreat that
distance. In a game, it is possible for both sides to find themselves in this situation.

This rule helps end a game quickly that is running out of steam, rather than allowing units
to fight down to the very last. It also gives an opportunity for units to be able to disengage
once apparently beaten and get off the board, so that survivors can later be used in any
campaign type game the players may want to do. When two armies are on the verge of
collapse, pushing the other over the edge will become critical.

The moment a side takes at least 32 heavy casualty markers it breaks and that side
immediately loses the the battle regardless of what else is happening on the battlefield.

Remember this.

Rifles have a range of 2 hexes and otherwise behave as light infantry.

Cavalry must be in good order to start a charge.

Units that start adjacent to an enemy can only move into a hex not next to the same or
another enemy unit.
Units cannot gang up on a unit if the attackers have other adjacent threats that are not
being attacked or ‘faced off’.

Artillery may go out of ammunition if their attack dice include any rolls of 1.

Units can set up flank attacks.

The moment a unit takes its fourth heavy casualty marker (and each one thereafter) it
must immediately take a heavy casualty test.

Optional Rules.

Reduce admin - Vary the number of bases in a unit to visually reflect their capability
without relying on record keeping. Mixed ability units have 3 bases, reliable have 4 bases
and good have 5 bases.

Poorest and best units - Some very poor units could be given a C&C rating of 5 and
particularly good units a rating of 9, but these should be really only covering some notable
examples of capability.

Returning to battle - Consider allowing those units that retreat off board to return 2 hours
later. They would be in good order, not blown (in the case of cavalry), but would retain all
of their casualty markers they had when they left the table. Their departure and arrival may
effect victory conditions. They would still have their casualty markers made up to 4 for the
duration of their absence, but on their return to play, those excess markers would be
removed - a record will need to be kept of such temporary casualty markers.

Command radius - All units from the same division must strive to remain within 3 hexes
(i.e. 2 intervening hexes) of another unit of the same division. If for any reason a unit is
more than 3 hexes away from a unit of the same division, then while ever that is the case,
they will suffer a +1 die modifier when making C&C tests.

Beta v3/5 1550 hrs (modifier for coming out of square on Command table corrected)
Combat Modifiers

Situation Attack dice modifiers

Flank attack (ignore results of ‘1’ on the bonus dice) +2 dice

Terrain effects see Terrain Chart

Infantry and artillery attacking infantry in a square +1 die

attackers (not artillery) having a higher C&C rating than defenders +1 die

attackers (not artillery) having a lower C&C rating than the -1 die
defenders

Hit Table

Number of hits Results

0 no effect

1 Defenders disorder and always retreat 1 hex. Attackers disorder but do not retreat on
this result

2 Take a C&C test. If passed then the unit is disordered and take a heavy casualty
marker and retreats 2 hexes. If the test fails then the unit does the same as if it had
passed, but additionally cannot advance or used ranged fire until at least 1 hour of
game clock time has elapsed.

3 exactly like ‘2’ above except the unit takes 2 heavy casualty markers

4 exactly like ‘2’ above except the unit takes 3 heavy casualty markers

Attack Dice basic allowance

situation attack dice situation attack dice

Artillery fire see range chart charging cavalry Vs poor 2


counter - charge

Infantry in attack 3 charging cavalry Vs 4


column in Phase F good counter - charge

Infantry in attack 2 charging cavalry v light 3


column in Phase H cavalry that fail to evade

infantry line that attack 3 charging cavalry that 2


in Phase H survive counter charge
artillery fire

All cavalry that attack 1 Units in square cannot fire


in phase H
Movement allowances

formations distance notes

All units except below 3 hexes This movement allows a unit to move adjacent to an enemy -
when moving through though they wouldn’t be able to attack in that turn.
only open hexes

All units except below if 2 hexes This movement allows a unit to move adjacent to an enemy -
moving through one or though they wouldn’t be able to attack in that turn. (light infantry
more non-open hexes. treat non-open hexes as open for movement purposes).

Horse artillery in same 2 hexes It cannot be moved adjacent to an enemy in Phase D phase.
turn as firing

Units using a road (only) 4 hexes providing they never move within 3 hexes of an enemy

Charging cavalry 1, 2 or 3 must start ordered and must make contact an enemy unit
hexes

attack column moving to 1 or 2 can include non-open terrain, but they must contact an enemy
contact hexes and then attack to use phase F

Units in square zero They cannot voluntary move, but will retreat as directed, but
take a C&C when retreating with failure giving a heavy casualty

Terrain effects on movement and combat


Terrain Cover Effect
Open No no effect and is beneficial to moving troops.

Woods Yes Artillery and cavalry cannot enter woods except via a road and cavalry
cannot attack into a woods hex. Light infantry treat the hexes as open for
movement purposes. All units lose an attack dice.

High ground no -1 die to any unit that attacks uphill. High ground can also be open ground.

Bridge no no effect, allows units to cross a non-fordable waterway. Cavalry cannot


charge across a bridge. A bridge does block LOS at the same level.

Waterways no if fordable, units become disordered upon entering the stream hex, but can
carry on moving. If not fordable then units must use a bridge. Cavalry
cannot charge across a waterway, bridged or otherwise.

Lakes no includes large ponds, impassable.

buildings yes cannot be charged by cavalry, occupying infantry automatically go into line.

fortified yes walled farms and chateaux for example, defenders ignore hits after the first
per combat, otherwise as buildings

roads no units moving only on a road, can move 4 hexes in Phase G, providing at no
point they come within 3 hexes of an enemy unit.

non-open ? some terrain types may be scenario specific

Difficult no Hexes may be designated as difficult ground. Cavalry charges cannot be


made into or through difficult ground and all non-ranged attacks into difficult
ground lose an attack die. Attack column can still be used. A steep slope or
rough ground or marshy ground could be examples of this type of terrain.
Command and Control test.

Unit C&C rating

Mixed ability (some militias and green troops) 6

Reliable (general line) 7

Good (guards and rifles) 8

Modifiers to C&C test.

Circumstances that modify the command die roll Die modifier

A leader with the unit -1

Infantry attempting to go into square while being -1


charged.

infantry attempting to come out of square and -2


there are no enemy cavalry within charge
distance (Phase A).

Per heavy casualty suffered by the unit +1

The unit is disordered +1

The army commander has been killed +1

For each blown marker that the Cavalry unit has +1

Light cavalry attempting to counter-charge +2


heavy cavalry or lancers.

Opional rule …. the unit is more than 3 hexes +1


away from a unit from the same division.

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