MovementInfantry, artillery = 1, leader, cavalry = 2Road LimitsMajor = 10 blocks, minor = 6Crossing river to attack: major = 5 blocks, minor = 3 Forced MarchRoll 1d6 for each unit. Add +1 to roll for leader present.1-3 = Unit completes move but permanently loses 1 CV to stragglers. 4-6 = Unit completes move with no penalty. Battle MoraleEngaged 1 CV unit rolls 1d6. Add +1 to roll for a leader in the same column.1-3 = Unit had bad morale and must make a forced disengage battle move. 4-6 = Unit has good morale and may conduct any desired battle move or fire. |
Battle FireInfantry = F1Cavalry = F3 on first battle turn and F2 after. Artillery = long range F1, short range F2 first turn and F1 after Battle Fire vs Infantry in SquareEngaging cavalry = F1 (no shock bonus)Engaging infantry = F2 Infantry in square = F1 Artillery fire into square = F2 long range Retreat / Reinforcement Limits Per Battle TurnMajor = 2 blocks, minor = 1, river crossing = no effectRout Losses CVsArtillery = 2, infantry = 1, leader = 0cavalry = 1 if engaged by cavalry Road limits = 10 major / 6 minor and half across river |