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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 imperial

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

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

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

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

     victory of his career, shattering the Allied army and decisively ruining the Third Coalition.

     AUSTERLITZ is the first game inGMT’s Great Battles of the Napoleonic Wars series that simulates the battles of the Napoleonic Wars on a detailedtactical level. A variety of systems are at

     work here to show the most importantelements of Napoleonic tactics.Command uses a chit-draw mechanismto reflect the chaotic nature of unitoperations on the battlefield. Thecombat system reflects the interaction of infantry, 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 of unit efficiency from fatigue and fr iction,thus encouraging players to keepreserves ready to replace exhaustedformations or take advantage of asudden enemy breakdown.

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

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

    2.0 COMPONENTS

     A complete game of AUSTERLITZ 1805 contains:

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

    not 10)

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

    GMT GamesP.O. Box 1308

    Hanford, CA 93232-1308

     www.gmtgames.com(800) 523-6111

    2.1 Game Scale

    Each hex represents 150 yards from sideto side. Elevations equal 20 feet perelevation level. Units represent infantry battalions, cavalry regiments and artillery batteries. 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 of moving, 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 determine when a unit reaches Breakpoint .

    2.3 Playing Pieces

    Infantry Battalion (Front)

    Infantry Battalion (Back)

    Cavalry Regiment (Front)

    Cossacks Regiment (One Side Only)

     Artillery Battery (Unlimbered)

     Artillery Battery (Limbered)

    M u l t i - H e x  Counter 

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

    Corps Affiliation

      (Color Band)

    Division Affiliation

    Morale

    Movement Points

    Unit Name

    (Battalion/Regiment)

    Strength Points

    Firepower

    Disordered

    Unit Name

    Cavalry Type

    Strength Points

    Corps Affiliation

      (Color Band)

    Division Affiliation

    Morale

    Movement Points

    Unit Name

    Disordered

    Cavalry Type

    Strength Points

    Corps Affiliation

      (Color Band)

    Division Affiliation

    Morale

    Movement Points

    Corps Affiliation

      (Color Band)

    Division Affiliation

    Morale

    Gun Size

    Horse Artillery Reaction

    Unit Designation

      (Battery i.d./Corps)

    Strength Points

    Firepower

    Corps Affiliation

      (Color Band)

    Division Affiliation

    Movement Points

    Unit Designation

     (Battery i.d./Corps)

    [Cannot Fire]

    Horse Artillery Reaction

    Nationality Color:

    Blue: French

    White: Austrian

    Green: Russian

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    Copyright © GMT Games, 2000

    Great Battles of the Napoleonic Wars, Volume I

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

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

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

    Corps Commander 

    Overall Commander 

    Leader Initiative Markers(LIMs)

    2.4 Status Markers

    Numbered (for SPLoss or Fatigue):

    MoraleLevel:

    Cavalry Blown & Recovery:

    Others:

    3.0 THE TURN

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

    turn.

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

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

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

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

    3. Initiative Choice Segment:  The

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

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

    B. LIM Activation Phase1. Initiative Activation Segment:

     The LIM that was chosen by theInitiative Player is now revealed—that command may now attempt to activate [4.5].

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

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

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

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

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

    Limited Activation. Only Divisions or lone units may activate during this segment,Corps may not.

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

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

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

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

    D. Rally Phase1. Rally Segment:  All units that

    have a Morale Level worse than

    Good may attempt to Rally [12.0].

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

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

    4. Fatigue Segment:  Flip allFinished Leaders to their front

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

    Rank (# of Stars)

    Corps

    Division and Symbol

    Activation Rating

    Corps

    (Cavalry Reserve)

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    4.0 THE COMMANDSYSTEM

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

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

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

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

    Removal Segment.

    During each turn, LIMs are drawn atrandom from an opaque container calledthe Command Pool. The commandercorresponding to that LIM may thenattempt Full Activation by rolling equalto or less than his activation number. If the 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 failure.

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

     Activations in the Non-LIM Phase.

    4.1 Command Counters

    4.1.1 Initial LIMs. Both players’ initialLIMs are listed in the special rules foreach scenario. These LIMs begin thescenario in the Command Pool. LIMsmay always be voluntarily removed fromthe Command Pool during the LIMRemoval Segment. However, LIMs may only be placed back into the pool by successfully 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 is

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

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

    Corps CommandersCorps Commanders have tworatings—the command range rating

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

     Activation.

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

    Command Range

    Rank

    (Overall

    Commander or

    Wing Commander)

    Command

    Personality

    Command Range

    Activation

    Corps Affiliation

    (Color Band)

    Rank

    (Division)

    Command

    Activation Modifier

    Command Range

    Rank

    (Corps)

    Corps Affiliation

    Rank

    (Brigade

    Commander)

    Personality

    Command Range

    Activation

    Command Span

    Type

    (Aide)

    Personality

    Command Range

    Activation

    Command Span

    Type

    (Grand Battery Commander)

    Command Range

    Activation

    4.2 Command Change

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

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

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

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

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

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

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

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

    activation of reinforcements.

    4.3 In/Out of Command

    4.3.1 Command Range. A 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 overallcommander. 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 status

    is 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 DeterminationEach player rolls a die, modified by theInitiative Modifier (see scenario rules) of his overall commander. The winner may then 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 Initiative

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

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

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

    turn moves to the Non-LIM Phase.

    4.5 Leader Activation

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

    4.5.1 Division Activations.  Divisionactivations are most frequently used and

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

     The play er checks the division

    commander’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 Corps

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

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

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

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

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

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

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

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

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

     with the remaining units of the firstdivision.

    4.5.3 Special Activations. The

    specific rules (see Playbook)may allow different types of Special LIMs; some examplesare Grand Battery 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 Limited

     Activation during the Non-LIM Phase.Mark such units with an Out of Command 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 of their movement allowance, subject tothe movement rules. Units may movein any order. However, once a unit hasfinished moving it is done for the

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

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

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

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

    If a divison activation, then the player who conducted the activation may draw 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.  Limited Activations represent divisioncommanders that have received nospecific orders (i.e.  whose LIM is not

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

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

    a Limited Activation that are In

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

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

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

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

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

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

    4.7 Command Breakdown Results

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

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

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

    LIMITED:  The division may undertakea Limited Activation.

    FULL:  The division may undertake aFull Activation.

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

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

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

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

    the enemy player may choose) even if that 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 ENEMY result 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 attempted

    activation of the selected InitiativeLIM.

     ACTIVATED

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

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

     These commands DO NOT increaseFatigue during the Fatigue Segment.

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

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

    the Fatigue Segment.

    REMOVED

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

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

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

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

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

    status, place their LIMs in theRemoved & Available box.

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

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

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

     AT BREAKPOINT

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

     At Breakpoint & Fatigued by Combat

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

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

    5.0 MOVEMENT

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

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

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

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

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

     There are two types of mo vement:Regular and Strategic. All units from adivision must use one type of movement—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 of their movement points before stopping.

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

    5.1 Regular Movement 

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

    on the Terrain Effects Chart. No unit may ever 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 the

     Terrain Effects Chart. When so required,

    a unit makes an immediate disorder check by 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 any cavalry unit that moved no

    more than half of its movement allowance(rounded down). Such cavalry may conduct their charges during combat—after all movement and Offensive Fire hasbeen completed.

    5.1.3 Enemy Contact. When a friendly unit moves into an enemy unit’s front hex

    (see 6.0), the friendly unit must end itsmovement for that activation. A friendly unit 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 enemy unit. It may move adjacent to a differentenemy unit, though.

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

    5.2 Strategic Movement 

    Units of divisions usingstrategic movement may move

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

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

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

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

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

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

     Activation.

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

     They MAY gain fatigue from beingattacked [13.0].

    • Never use both strategic and regularmovement in the same activation.

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

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

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

    • May never move into any hex that is within three hexes of an enemy combaunit.

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

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

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

    1) Add 1 to die roll on moralechecks

    2) Add 2 to 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 hexes

     via a Secondary Road, whether a Road is

    drawn on the map or not.

    5.4 Leader Movement 

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

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

    along with one of their divisions when itis activated. Overall Commanders may move once per turn, during any friendly activation.

    6.0 FACING ANDFORMATION

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

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

    6.1 Facing 

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

    defend themselves efficiently. Unitsusually only move through their fronthexsides, but in some circumstances may also 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 any additional restrictions due its formation.In some circumstances, a unit may AboutFace (see the Terrain Effects Chart).

    Skirmishers have no facing (all directionsare front hexsides).

    6.2 Reaction Zones

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

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

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

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

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

     within the zone, the Skirmish unit may 

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

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

    one hexside and Return Fire from adifferent one.

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

    enemy combat unit of any type enters aFlank Zone, the cavalry unit mayimmediately change facing one hexsideFor every additional Flank Zone hex thatthe enemy unit enters, the cavalry unitmay turn an additional hexside. Thisfacing change does not cost 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 cavalry and move theCountercharging unit adjacent to it. Theoriginal Charging unit may change facingto put the Countercharging unit in itsfront hexsides.

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

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

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

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

     within the Reaction Zone. This means

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

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

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

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

    Limbered horse artillery may Reverse Move one hex throughits rear hexside whenever anenemy unit enters its ReactionZone, and may Reverse Move one hex foreach enemy movement action performed[6.2.6]. It must perform an immediateDisorder Check every time it ReverseMoves; failure doesn’t disorder theart i l lery unit (art i l lery i s never

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

     This means that an Unlimbered horseartillery unit may limber when an enemy unit enters its Reaction Zone, and may then 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 may Reverse Move as a reaction to an enemy unit 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 any adjacent hex, but may not move adjacentto an enemy unit. It may Reaction Moveany number of times during an enemy activation.

    6.3 Formations

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

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

    6.3.1 Infantry in Line. Line represents a 

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

     fir epower. It is an unwieldy formation— difficult to move and subject to easy disruption. Line infantry suffers penalties during morale checks, but has improved 

     firepower.

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

    Infantry in Line:• May not use Strategic Movement or

    Road Movement.•  That changes facing more than one

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

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

    • May use Reverse Movement (move

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

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

    6.3.2 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 formation

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

    [React]   [React]Front Front  

    Rear Rear  

    Flank Flank  

    Figure A

    Infantry in

    Line

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

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

    Infantry in Column:• May use Strategic Movement and

    Road Movement.• May change facing any number of 

    hexsides per activation by paying theappropriate movement costs with nopenalty.

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

    • 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 order represents a special sort of dispersed 

     formation, used to take maximum advantage of terrain cover to harass enemy units.Skirmish units were usually specialized, elite troops with extra training and often special equipment (i.e. the British Rifles). As a drawback, Skirmish unit’s firepower is weaker than Line units, and if in melee combat, skirmishers are in big trouble (and 

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

    charge).

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

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

    Skirmish units:• May not stack with any combat unit

    other than a single battery.• May use Strategic Movement and

    Road Movement.• Since they possess all-around facing,

    changing facing is not an issue forskirmishers. A Skirmish unit faces 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 involuntarily Disordered, except when they Rout, at

     which point they lose Skirmish status.

    6.3.4 Infantry in Square. Square was infantry’s preferred formation when charged by cavalry and in times of great emergency when surrounded by multiple enemy units.

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

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

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

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

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

    6.3.5 Cavalry in Line. Cavalry uses Lineformation to cover the maximum amountof ground. Line was the preferredformation for charging cavalry, because iallowed the possibility of overlapping 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 C

    Infantry as

    Skirmishers

    Figure DInfantry as Two-Hex Skirmishers

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

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

    [React] [React]Front Front  

    [React] [React]Front Front  

    [React] [React]Front Front  

    [React]   [React]Front Front  

    Figure E

    Infantry in

    Square

    [React] [React]Front Front  

    [React] [React]Front Front  

    [React]   [React]Front Front  

    Figure F

    Cavalry in

    Line

    [React]  [React]Front Front 

    [React]  [React] [React]

    [React]  [React] [React] [React]

    [Flank Reaction] Flank 

      [Flank Reaction]  Flank 

    Rear Rear 

      [React]  Front 

    Rear 

    Flank Flank  

    [React]Front 

    [React]Front 

    Figure B

    Infantry in

    Column

    Skirmish-capable

    Skirmish-capable

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

    Cavalry in Line:• May not use Strategic Movement or

    Road Movement.•  That changes facing more than one

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

     vertex.• May Slide through either of its flank 

    hexes at a cost equal to double  thehex’s normal movement cost, but only if 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 Cavalr y in Column. Cavalry inColumn possesses maximum movement and morale. Cavalry charging in column uses only one-third of its SPs when calculating melee odds, gains only half of its Charge Bonus, and may be overlapped if    

    countercharged by opposing Line cavalry.

     When in Column formation, the cavalry unit 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 of hexsides 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 Artill ery. Limbered artillery 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. Horse artillery guns were somewhat lighter thantheir foot equivalents, allowing them to be hauled around more easily.

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

    counter to its Limbered side.

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

    hexsides by paying the appropriatemovement points.

    • May never move adjacent to anunrouted enemy infantry or cavalry unit.

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

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

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

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

    may Offensive Fire after turning thisone vertex.

    6.4 Involuntary Formations

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

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

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

    variety of possible causes. Disordered unitshave their morale and fire strength reducedand can’t voluntarily melee.

    Figure G

    Cavalry in

    Column

    [React]  Front [React]Front Front 

    [Fk React]  Flank 

    Rear 

    [React]  [React] [React]

    [Fk React]  Flank 

    [Fk React]

    [Fk React]

    [Fk React]

    [Fk React]

    [React]  [React] [React]

    [React]  [React]

    [React]   [React] [React] [React]

    [React]

    [React]  Front [React]  Rear Rear 

    [React]   [React] [React]

    [React]  [React]

    [React]

    Rear 

    Rear 

    Rear 

    Figure ILimbered

    Horse

    Artillery

    Rear Rear 

    Rear Rear 

    Figure J

    Unlimbered

    Artillery

    (Foot or

    Horse)Front Front 

    [React] [React]  [React]

    [React] [React]

    Figure H

    Limbered

    Foot

    Artillery

      Front   Rear Rear 

    Rear 

    Rear 

    Rear 

    Figure K

    Disordered

    Infantry

    (has no

    flank)Rear 

    Rear 

    Rear 

    [React]  Front [React]  Front Front 

    [React]

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    Units can assume Disorder status in anumber of ways. A player may voluntarily choose 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 Infantry in 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 complete breakdown of a unit ’s morale. A routed unit will run away from the enemy, and, unless rallied, will lose 1 SP per turn until it is eliminated. When routed, a unit is very vulnerable and will usually be destroyed if  attacked by an enemy unit.

    Figure L

    Disordered

    Cavalry

    (has no

    flank)

    [React]   Front [React]

    Front Front 

    [React]  [React] [React]

    [React]  [React] [React]

    [React]  [React]

    [React]   [React] [React] [React]

    [React]

    Rear Rear 

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

     Art illery units never Rout.

    See 9.2.4 for the effects of Rout on a unit.

    6.5 Multi-Hex Counters

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

    6.5.1 Facing. Multi-Hex counters in Line

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

     These units have multiple front, flank andrear hexsides.

    Rear 

    Figure MRouted Unit

      Rear   Rear Rear 

    Rear 

    Rear 

    Rear 

    Figure R

    Multi-Hex

    Cavalry

    in Column

    [React]  Front [React]Front Front 

    [React]  [React] [React]

    [React]  [React] [React]

    [React]   [React]

    [React]  [React] [React] [React]

    [React]

    Rear 

    [FkReact]  Flank 

    [FkReact]  Flank 

    [FkReact]  Flank 

    [FkReact]  Flank 

    [Fk React]

    [Fk React]

    [Fk React]

    [Fk React]

    [Fk React]

    [Fk React]

    Figure S

    Multi-Hex

    Cavalry

    in Disorder

    [React]  Front [React]Front Front 

    [React]  [React] [React]

    [React]  [React] [React]

    [React]   [React]

    [React]  [React] [React] [React]

    [React]

    Rear 

      Rear 

      Rear 

      Rear 

      Rear 

    Figure Q

    Multi-Hex

    Cavalry

    in Line

    [React] [React]  [React]

    Front Front Front 

    Rear Rear Rear 

    Flank  Flank 

    [Flank Reaction[Flank Reaction]

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

    [React] [React]  [React]  [React]

    Figure N

    Multi-Hex

    Infantry

    in Line[React] [React]  [React]

    Front Front Front 

    Rear Rear Rear 

    Flank Flank  

    [React]   Front [React]  Front Front 

    [React]

    Flank 

    Flank 

    Flank 

    Flank 

    Rear 

    Figure O

    Multi-Hex

    Infantry

    in Column

    Figure P

    Multi-Hex

    Infantry

    in Disorder

    [React]  Front [React]  Front Front 

    [React]

    Rear 

    Rear 

    Rear 

    Rear 

    Rear 

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    6.5.2 Wheeling. Changing facing withmulti-hex counters can be tricky. Whenchanging facing, multi-hex counters must“wheel” through intervening hexes. Themulti-hex counter is not allowed wheelthrough hexes that are occupied by combat units.

    6.5.5 Stacking. Multi-Hex counters may only stack with one friendly artillery counter. They may not stack with any other combat unit, nor may they stack 

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

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

    7.0 STACKING

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

    7.1 Stacking Restrictions

    Cavalry and Infantry may NEVER stack together; A single artillery battery may stack 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 of movement or retreats. Stacking

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

    7.2 Stacking Order 

     The order of the stack matters:• 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 unisuffers the effects first [8.4].

    •  Arti ller y —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

     Artiller y SPs do not participate inmelee.

    7.3 Stacking and Combat 

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

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

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

    8.0 COMBAT

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

    is as follows:1. Active infantry and artillery may

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

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

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

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

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

     won’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 block enemy movement, and may not beattacked.

    Figure TMulti-Hex Line

    Wheeling

    Right

    Figure U

    Multi-Hex Column

    Wheeling

    Right

    N      e    w    

     

    N      e    w    

     

    N      e    w    

     

    N      e    w    

    F      r    o   n   

    t     

    F      r    o   n   

    t     

    F      r    o   n   

    t     

    F      r    o   n   

    t    

    N      e    w    

    F      r    o   n   

    t    

    N      e    w    

    F      r    o   n   

    t    

    N      e    w    

    F      r    o   n   

    t    

     Old

    Front  OldFront 

     OldFront 

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    Inactive infantry and artillery may Return Fire against units that aremeleeing them (if they haven’talready done so during OffensiveFire). Inactive cavalry may Countercharge.

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

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

    8.1 Fire Combat 

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

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

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

     A unit conducting Offensive Fire may fire

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

    1. An enemy unit adjacent to a fronthexside

    2. An enemy unit within its ReactionZone

    3. An enemy unit within range.

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

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

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

     front hexside.

    8.1.2 Return Fire. Any unit that is firedupon by Offensive Fire may Return Fireat the firing unit , provided the OffensiveFiring unit is in a front hex and withinrange. Return Fire is simultaneous withOffensive Fire, so the “returning” unitdoes not suffer any results from theOffensive Fire until after Return Fire. Aunit may only Return Fire once per enemy activation; 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 may Reaction 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 enemy activation. A unit that Reaction Fires

    during enemy movement may still ReturnFire during the following enemy combat

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

     Artil ler y may not do both inthe same activation.

    8.1.5 Facing. A unit may only fire out of a 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 must

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

     Adjacency:•  A unit always has LOS into an

    adjacent hex.

    Same Elevation:• If any hexes between the firer and the

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

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

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

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

      Wall

    Different Elevations:• If the intervening terrain level is

    higher than both firer and target, LOSis blocked.

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

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

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

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

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

    •  When target and firer are on the twodifferent elevations—and theelevations are the ones adjacent to a steep or sharp slope hexside—then

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

    • If intervening units or blocking terrain(as defined for Same Elevation above)exist on a level 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.   Firecombat 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 to

    the target unit.3) Cross reference the modified Fire

    Value with the Defense Value on theFire Table to determine the FireColumn that will be used to resolve thefire. Adjust the column according tothe 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. Massed

     Targets are more vulnerable to artillery fire [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 may not 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. Only defending 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) may NOT be Bayoneted; instead it must be

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

     Assaulted; it must be Bayoneted. Any routed defending unit is automatically eliminated.

    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 noReturn Fire against supportingattackers. Units in strategic movement

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

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

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

    8.3 Assault Combat 

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

    8.3.1 Assault Procedure1) Declaration. The active player declare

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

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    2) Attacker’s Check. The attacking stack makes a Pre-Melee Morale Check. If it 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’s

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

    3) Return Fire. The defending stack may Return 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. Every non-artillery unit in the defending hex makes aseparate Pre-Melee Morale Check andapplies the result immediately. If thedefender is artillery alone, the artillery 

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

    5) Melee.  Artillery defending alone inthe hex is automatically eliminated. If any 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 by the 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 Results

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

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

    6) Melee Continues.  If the result is“melee continues” and neither sideconducts voluntary retreat to vacate

    their 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 marked

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

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

     A13.1]. The Charge Range of inactive

    cavalry is its Reaction Zone. Cavalry may not 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 enemy unit.

    8.4.2 Charge Procedure1) Declaration. The active player declares

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

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

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

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

    entered during the charge.

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

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

    Exceptions:

    •  When alone in the hex, Artiller y

    must Stand.• Units in Strategic Movement may

    NOT Form Square.

    •  An y ro uted defendi ng unit iautomatically eliminatedimmediately.

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

    Form Square: The infantry 

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

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

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

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

     Any non-disordered charging cavalry adjacent to an enemy stack (whetherthe original target or an enemy cavalry stack 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 infantry or cavalry is eliminated or retreats,

    defending unlimbered artillery iseliminated, but limbered artillery may retreat.

    7) Melee Continues.  If the result is“melee continues” and neither sideconducts voluntary retreat to vacatetheir hex, then repeat step 5, except that the Charge Bonus no longerapplies.

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

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

     vacated, the charging cavalry advancesinto the defender’s space (but there areno further effects and this is notsubject to Reaction).

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

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

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

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

    their movement allowance(rounded up), and may not

    charge. They may change formationhowever.

    8.4.5 Blown Recovery. Cavalry that 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 the

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

    8.5 Combat Results

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

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

    Figure V

    Overlap of +1

    Figure W

    No Overlap

    Figure X

    Overlap of +1

    Figure Y

    No Overlap

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

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

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

    Elimination.  A unit that sufferscumulative SP losses equal to itsstrength is eliminated. Remove thecounter from the board. ALL unitsstacked beneath an eliminated unitmust make an immediate MoraleCheck. If the unit at the top of a stack is eliminated, but some SP losses stillremain, they are applied to the nextunit in the stack before the results of the Morale Check are applied (unitsthat Rout as a result of the top unitbeing eliminated don’t escape any remaining 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 of a stack makes the Morale Check.However, if that unit Routs, then all otherunits in the stack must immediately makea Morale Check.

    8.5.3 Melee Continues. This is a Melee

    result in which each side loses 1 SP (oneSP total, not one per unit) and checksmorale for the unit that lost the SP. If units 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