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    CC_ECWa Miniatures Wargame based on GMTs

    Commands & Colors: Napoleonics

    designed to fight battles in the

    English Civil War

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    1. CC_ECW

    AN INTRODUCTIONThis is a set of rules designed for use with battles

    in the English Civil War (ECW). With someextensions, it is hoped that it will become moregenerally suitable for the Thirty Years War at

    some future date.

    The underlying rules are GMTs Commands &Colors: Napoleonics (CCN) if something is not

    covered explicitly in these notes, the firstassumption should be that CCN applies.

    Previously there only existed a summary of add-ons and alterations to the CCN base game the

    intention being that users should read (and learn)CCN and then adopt the changes. This document

    is a response to a number of requests for a singlebooklet which covered the ECW game without

    reliance on the CCN rule book. Thus it is , by its

    nature, largely based on the CCN text, but it isnot intended as a parody or imitation; it is still

    recommended that users read the original CCNdocumentation, which gives fuller descriptions in

    some places especially the provision of workedexamples and explanatory diagrams.

    Further, since this variant is primarily intended

    for my own use, with miniatures, the text hasbeen amended to make better sense in the context

    of a miniatures game use of bases instead of

    blocks throughout, for example but it shouldbe a simple matter to reverse this process andconvert it back to a form suitable for a board

    game.

    This section of the booklet attempts to summarisethe concept of the game, and summarise the

    differences between it and CCN, for the benefitof readers who are already familiar with the

    GMT game.

    CCN_ECWuses a custom pack of CommandCards, similar to that for CCN, and an additionalpack of Chaunce cards, which are random

    events called into play by the Command cards.

    The Command cards drive movement whilecreating a fog of war, the Chaunce cards add an

    element of luck appropriate to the uncertainty ofwarfare in the early days of the Age of

    Gunpowder, and all are designed to sustain theperiod feel. As in all Commands & Colors

    games, the custom battle dice resolve combatquickly and efficiently.

    General Troop TypesFoot types identified thus far are CL (clubmen),

    FL (Firelock-armed Foot) and FT (everythingelse).

    Mounted types are CU (cuirassier), GA

    (galloper type light cavalry, trained to fight inthe Swedish style) and TR (everything else...

    trotters more cautious chaps, trained in theDutch system).

    Artillery has 3 classifications Light (LG),

    Medium (MG) and Heavy (HG) the differencesare merely in their maximum range.

    Dragoons are type DR.

    Sub-classificationsStatus: Some units are classed as Militia locallyraised bodies with minimal training and

    sometimes little enthusiasm, especially when

    required to travel away from their home territory.

    Training: Foot, Horse and Dragoon units areadditionally classified as Veteran, Trained or

    Raw. Veterans get an extra die in combatagainst Raw or Militia, and may ignore 1 retreat

    flag. Raw units (and all militia are automaticallyraw) get some extra bad breaks in the Chance

    Cards, do not get to count Crossed-Sabres inmelees, and suffer double retreats militia get

    triple retreats. No special rules apply to Trainedunits they are just neither Veteran nor Raw!

    Some [Royalist] GA units of horse (not more

    than 25% of the cavalry fielded, and they do nothave to be veterans, though they usually will be)

    may be further identified as rash these unitsget an extra dice in melee, but are difficult to

    control if they are successful. It is occasionallypossible as the result of a Chaunce Card for any

    regiment of Horse (not Dragoons) to becomerash.

    FootA unit of Foot normally consists of 3 blocks(bases), but may in some cases be as large as 5,

    depending on its historical strength. Since therewould be a limit to the number of men a very

    large unit could bring into contact with an enemy

    (and to avoid unstoppable outsize units), thenumber of blocks a unit (foot or horse) may

    count for Combat Dice is 3. Thus a 5-block unithas the same combat effectiveness as a 3-block,

    but can obviously sustain greater loss.

    [In my armies, musketeers are mounted 6 to abase (in a double row), and pikes 8 to a base.]

    Infantry units are mostly of type FT they may

    move 1 hex and carry out Melee Combat, or maystand still and carry out Melee or Ranged

    Combat.

    The standard configuration for Foot units is 2:1muskets-to-pikes in these rules. Other

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    proportions were used also by the regiments of

    the day, but given the simplicity of the C&Cdice mechanisms this makes very little

    difference to combat effectiveness for thepurposes of the game.

    In Melee Combat, a foot unit fights with one die

    for each block (max 3), plus 1 extra die if it is amixed unit including pikes.

    In Ranged Combat (firing, which is only

    allowed for FT units which have not moved), theno. of Combat Dice is equal to the number of

    blocks (max 3), MINUS 1 die if the unit includesa proportion of pikes.

    Veteran units (which may not be more than 25%

    of the FT units fielded) count an extra die in allcombat against Militia or Raw units, and may

    ignore 1 retreat flag.

    FT units which have pikes may adopt Stand ofPikes formation against cavalry the rules and

    operation for this are exactly the same as forSquares in CCN. Because there would not be

    time to react, Foot units which are attacked in aBonus Melee do not have the option to form

    Stand of Pikes.

    There is an additional classification of units of

    foot, these are CL clubmen, armed with handweapons. These count 1 dice per block in melee,

    zero in ranged combat. CL units automaticallyrank as militia, and thus suffer triple retreats, and

    do not get to count Sabres as hits in melee.

    ArtilleryLight (LG), Medium (MG) or Heavy (HG). May

    move 1 hex, or not move and do ranged combat.Normal unit is 1 or 2 blocks. 1 block has zero

    melee capability (counts zero for dice allocationbut may on occasion get bonus dice as a result of

    Command Cards), and gets 1 firing dice at range2-4 hexes (LG), 2-5 (MG) and 2-6 (HG).

    HorseMounted troops (thus far) are types CU, TR, GA

    being respectively cuirassiers, trotters andgallopers. I have dropped a proposedcaracole rule as being of no relevance to the

    ECW.

    No cavalry may carry out ranged combat allpistol and carbine capability is assumed to be

    covered by the melee rules.

    CU move up to 2 hexes and battle, GA move upto 3 and battle, TR move up to 3, but cannot

    move more than 2 if they are making a meleeattack. [Typical units of horse in my armies will

    have 2-4 blocks/bases of 3 figures like Foot,they may count a maximum of 3 blocks for

    allocation of Combat Dice].

    Melee combat: 1 die per block/base (max 3), +1die for veterans vs raw/militia, +1 die for

    attacking GA in first round of a melee. This GAbonus die counts only if the unit is the attacker

    not when battling back and not in continuing,breakthrough or bonus melees (as defined by

    CCN). The GA bonus is doubled for certain[normally Royalist] GA units (not more than

    25% of all cavalry present) who are nominated asrash. CU troops, being armoured, are harder to

    kill, and thus Crossed-Sabres does not count as ahit against them. Veterans may ignore 1 retreat

    flag. Raw units do not count Cross-Sabres as hitsagainst the enemy in melee, and they suffer

    double retreats militia suffer triple retreats.

    The standard CCN rule allowing cavalry attackedby infantry to carry out a manoeuvre called

    Retire & Reform is lifted straight into this ECW

    variant. Combined Arms attacks with artillerysupport are not allowed, since artillery of thisperiod could not co-ordinate in this way.

    In CCN, a victorious cavalry unit which

    eliminates its melee opponent, or forces it tovacate its hex, may take advantage of a

    Breakthrough rule, by which it may opt to claimthe vacated hex, plus (optionally) move another

    hex, and may carry out an immediate Bonus

    Melee attack if it is now in a position to do so.The ECW variant will also allow this, but the

    breakthrough and bonus melee may be repeatedas many times in a single turn as the general

    wishes.

    Rash Cavalry: to reflect the extra difficulty ofcontrolling successful Galloper-type horse, a

    special variation applies to GA units which aredesignated as rash. Such units must carry out a

    breakthrough, unless they are brought undercontrol, and must carry it out in such a way as to

    create a bonus melee if it is possible to do so the Royalist commander may choose which unit

    to attack if there is a choice, and he does not haveto attack villages, woods or earthworks - terrain

    situations which put horse at a major

    disadvantage. If he wishes to stop thebreakthrough and continued attack by such a rashunit, after any melee victory, the Royalist

    commander must get them under control. This isachieved by rolling a Cavalry symbol or a Flag

    on a single Combat Die; if a Leader is attached tothe unit, control is also gained by a roll of

    Crossed Sabres.

    Note that the extra GA and Rash GA CombatDice are not applicable in continuing or bonus

    melees.

    Dragoons

    Dragoons (DR) are neither horse nor foot, and sothey require their own rules. Dragoon units are

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    duplicated so that they may appear on the table in

    either mounted or dismounted form. Since intheir mounted form they will be on cavalry-style

    bases of 3 figures, the dismounted dragoons areon special open-order bases of 3 figures too.

    When they mount or dismount, simply switch themodels. Important anyone fighting against

    dragoons requires Cavalry hits on the CombatDice, whether the dragoons are mounted or not

    this is a little confusing, but is necessary to getthe casualty rate correct.

    Dragoons may not fire when mounted, and they

    are very poor in melee. Their musket range(when dismounted) is 2 hexes, same as

    musketeers. Theoretically, they have a 3-hexmove, which they may use to do the following

    things: If mounted, move up to 3 hexes on horseback,

    or up to 2 hexes and dismount

    If dismounted, up to 1 hex on foot, or mountand ride up to 2 hexes

    If they are on foot at the end of the move, theycan shoot (half a dice per base/block of 3 figures,

    rounded up) so 3 bases get 2 dice, for example.

    They can melee at the end of the move, whetheron horse or on foot - but not very well (half a

    dice per base/block of 3 figs, mounted or not).

    They may not fire and melee in the same move.

    Unlike Foot units, Dragoons can fight as soon asthey arrive, whatever the terrain.

    2. NEEDED FOR THE

    GAMEThe BattlefieldThe battlefield is a hex grid, 13 hexes wide by 9

    hexes deep. The battlefield is divided into threesections by two dotted lines, giving each player a

    left flank section, a center section and a rightflank section. Where the dotted line cuts through

    a hex, the hex is considered to be part of both theflank section and the center section.

    Command CardsUnits may only move or battle when given anorder. Command cards are used to order your

    troops to move, battle, or do something special.For a description of all the Command cards, see

    Command Card rule section.

    Chaunce CardsThese represent events outside the normal run of

    play. Most will not be to the players advantage,but some will be. Some will have good or bad

    consequence for both sides. A number of them

    are False Alarums, which require no action. For adescription, see the Chaunce Card rule section.

    Battle DiceEach die bears the following: two Foot symbols,

    one Horse symbol, one Artillery symbol, one

    Flag symbol, and one Sabre symbol.

    Units and Leaders

    Each unit is composed of a certain number ofbases. Typically, units of Foot will consist of 3bases, Horse and Dragoons of 4, and Artillery

    will normally have a single base in a unit, butmay have up to 3 if it has a bombardment role in

    a siege.

    A General or Field officer of any rank (hereafterreferred to as a leader) is represented by a single

    base. A single Leader base is not considered as aunit in its own right, though it may become

    involved in combat.

    Stand of Pikes Track andCountersThese two play aids and the correspondingnumbered counters are used to track Foot units

    that have formed Stand of Pikes on thebattlefield.

    Loss CountersSince units of Foot are normally of mixed arms typically 2 bases of muskets and 1 of pikes it is

    recommended that casualties for multiple-baseunits of all types are recorded by allocating red

    Loss Counters rather than removal of bases. Each

    loss counter represents a base lost, but leavingthe bases on the table makes it easier to identifymixed Foot units, and also improves the

    appearance of the game. Actual dead/wounded

    figures make optimal loss markers, but redtiddlywinks will do the job perfectly.

    When the number of loss markers for a unit

    equals or exceeds the number of bases present,the unit is eliminated and should be removed

    from the field.

    Victory Banner CountersThe Victory Banner counters will track a players

    quest for victory.

    3. SETTING UP A

    GAME1. Decide the scenario, and set up terrain pieces

    (as defined in the Terrain rules) on the battlefield.

    2. Shuffle the Command card deck thoroughly,place the top 15% of the deck (approximately) on

    the discard pile, and deal Command cards to eachside as per the selected scenario. Keep your

    Command cards a secret from the opposingplayer. Place the remainder of the deck face

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    down, alongside the battlefield, within easy reach

    of both players.

    3. Shuffle the Chaunce card deck, and discard thetop 15% (approx) this is simply so that neither

    player knows which cards are still in the deck.

    4. Place the battle dice, loss counters and VictoryBanner counters within reach of both players.

    5. Review any special rules or victory conditions

    that apply for the battle.

    6. The starting player, as indicated in thescenarios battle notes, begins play.

    4. OBJECT OF THE

    GAMEThe object of the game is to be the first to capturea set number of Victory Banners (usually 5 to 9),

    depending on the selected battle scenariosvictory conditions. A Victory Banner is gained

    for each enemy leader or enemy unit entirelyeliminated. When the last base of a unit, or a

    leader, is eliminated, collect one Victory Banner.In some scenarios, capturing certain terrain

    hexes, or accomplishing other battle-specificobjectives can win additional Victory Banners.

    Victory is achieved the instant the last Victory

    Banner required is gained.

    5. GAME-TURN

    (SEQUENCE OF

    PLAY)The scenario should state which player goes first.The active (attacking) player, on his turn, orders

    the forces under his control into movement andbattle with the play of a Command card and its

    associated effects. The active players opponentis considered the defending player during the

    turn. Players alternate taking turns, until one ofthe players reaches the number of Victory

    Banners indicated in the scenarios victoryconditions.

    Phase 1.

    PLAY A COMMAND

    CARDAt the start of your turn, play a Command card

    from your hand. Place it face up in front of you,and read it aloud. A Command card usually

    dictates the number of units or leaders orderedfor the turn, as well as the section(s) of the

    battlefield to which they must belong. Hexes thatstraddle a dotted line are

    always considered as simultaneously belonging

    to both the corresponding flank and centersection.

    There are two types of Command cards.

    Section cards (left flank, center and right flank)

    are recognizable by the iconic representation ofthe sections of the battlefield on the lower half of

    the card. They are used to order a set number ofunits from the section arrow(s) highlighted on the

    card.

    Tactic cards feature an illustration, and anexplicit description of the number and type of

    units that can be ordered by the play of the card.When the location of these units is not specified,

    the Tactic card can be used to order units in anysection across the battlefield. If the situation

    arises where the Command card just played

    cannot order any of your units; disregard phase 2through 4 of the Game-Turn and draw a newCommand card, which ends your turn.

    Phase 2.ORDER YOUR UNITS &

    LEADERSAfter playing a Command card, announce whichcorresponding units and leaders you choose to

    order.

    Only those units and leaders that are issued anorder may move, battle, or take a special actionduring your turn.

    You may only give one order to each unit orleader during the course of a single game turn. A

    leader in the same hex as a friendly unit isconsidered attached to the unit and must move

    along with the unit unless the leader is ordered todetach. Note it only costs one command toorder a unit and its attached leader to moveand/or battle together. When a Section Command card, Leadershipcard or March to Victoryecard is played, or on aflag roll when the The Lord Is with Us

    Command card is played, a leader in the samehex as a unit may be ordered to detach from the

    unit and move by himself. It costs one order for

    an attached leader to be detached from its unitand moved separately. See Leader Movement.

    Assault Command cards allow you to order anumber of units equal to your sides

    Command. The The Lord Is with UsandRallyeCommand cards allow you to roll diceequal to your sides Command.A playersCommand is equal to the number of Command

    cards in a players hand including the Command

    card just played. Note that each unit going intoStand of Pikes immediately reduces that sides

    Command by one as one card is randomlyremoved from the players hand and placed on

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    the Stand of Pikes Track. Any Foot unit that

    comes out of stand of pikes or is eliminated whileso deployed immediately increases Command by

    one as that card is returned to the players hand. Units or leaders on a hex with a dotted line

    running through it may be ordered from eithersection.

    If a Section Command card allows you to issuemore orders in a given section of the battlefield

    than you currently have units or leaders in thatsection, those additional orders are lost.

    If a Tactic card allows you to issue more ordersthan you currently have units, those additional

    orders are lost.

    Anatomy of Units and LeadersPreamble - Bases grouped together on a same

    hex form a unit. Labels and markers on the unitbases will help indicate the units troop type,

    making it easier for both sides to rapidly identify

    each unit in play.

    In the current version ofCC_ECWthe following

    types of units are classified:

    Foot - CL (clubmen), FL (Firelocks) and FT(everything else). The standard configuration for

    FT units is 2:1 muskets-to-pikes in these rules.Other proportions were used also by the

    regiments of the day, but given the simplicityof the C&C dice mechanisms this makes very

    little difference to combat effectiveness for the

    purposes of the game.

    Horse - CU (cuirassier), GA (galloper typelight cavalry, trained to fight in the Swedish

    style) and TR (everything else... trotters morecautious troopers, trained in the Dutch system).

    Artillery has 3 classifications Light (LG =

    light guns), Medium (MG) and Heavy (HG) the differences are merely in their maximum

    range.

    Dragoons, who are a distinct category, are typeDR.

    Sub-classifications troop training andquality

    Training: Foot, Horse and Dragoon units areadditionally classified as Veteran, Trained or

    Raw. Veterans get an extra die in combatagainst Raw or Militia, and may always ignore 1

    retreat flag. Raw units (and all militia areautomatically raw) get some extra bad breaks in

    the Chaunce Cards, do not get to count Crossed-Sabres in melees, and suffer double retreats

    militia get triple retreats. No special rules applyto Trained units they are just neither Veteran

    nor Raw!

    Some [Royalist] GA units of horse (not more

    than 25% of the cavalry fielded, and they do nothave to be veterans, though they usually will be)

    may be further identified as rash these unitsget an extra die in melee, but are difficult to

    control if they are successful. It is occasionallypossible as the result of a Chaunce Card for any

    regiment of Horse (on either side, and notDragoons) to become rash.

    A Leader is not a unit, but when attached to a

    unit will inspire a unit to perform better in battle.

    Phase 3.MOVE YOUR UNITS &

    LEADERSMovements are announced and madesequentially, one ordered unit or leader at a

    time, in the sequence of your choice. A unit or leader may only be ordered to moveonce per turn. A unit or leader that is ordered does not have

    to move. A unit or leaders movement must becompleted before beginning the movement ofanother unit or leader. Two leaders may not occupy the same hex,though one leader can pass through a hex

    containing another friendly leader. Two units may never occupy the same hex. A unit may not move onto or through a hex

    occupied by an enemy unit, enemy leader, orfriendly unit. A unit may move onto a hex occupied by a

    friendly leader when the leader block is alonein a hex. The unit must stop and move nofurther on that turn. The leader is consideredattached to the unit. Ordered units and leaders may move fromone section of the battlefield into another. Note

    that for brevity in these rules, Left FlankSection, Center Section and Right FlankSection will often simply be denoted as section

    or sections. A unit may only move off the battlefieldsbaseline edges when explicitly allowed by the

    scenarios battle notes. You may not split off individual bases from aunit; they must stay together and always move

    as a group. A unit that is reduced through casualties maynot combine with another unit.

    Some terrain features affect movement andmay prevent a unit or leader from moving itsfull distance or battling. Terrain rules are

    explained in detail in the Terrain rule section. A unit or leader may not move onto orthrough a hex with impassable terrain.

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    Retreat movement rules vary slightly fromregular movement. Retreat rules are explained

    in detail in the Retreat rule section.

    Movement - Foot An ordered Foot unit may move 1 hex and carry

    out melee combat, or they may not move andcarry out ranged combat. Foot units may not

    move and fire.

    Movement - Horse An ordered cuirassier unit may move 2 hexes

    and battle. Galloper units of Horse may move 3 hexesand battle.

    Trotter horse may move 3 hexes, but acharge to contact with the enemy is limited to2 hexes.

    Movement Dragoons Dragoons (DR) are neither horse nor foot, and

    so they require their own rules. Dragoon units areduplicated so that they may appear on the table in

    either mounted or dismounted form. Since in their mounted form they are on

    cavalry-style bases of 3 figures, the dismounteddragoons are on special open-order bases of 3

    figures too. When they mount or dismount,simply switch the models.

    Theoretically, they have a 3-hex move, whichthey may use to do the following things:

    if mounted, move up to 3 hexes on

    horseback, or up to 2 hexes and dismount if dismounted, up to 1 hex on foot, ormount and ride up to 2 hexes

    If they are on foot at the end of the move, theycan shoot (half a dice per base of 3 figures,

    rounded up) so 3 bases get 2 dice, for example. They can melee at the end of the move, whether

    on horse or on foot - but not very well (half adice per base/block of 3 figs, mounted or not).

    They may not fire and melee in the same move. Unlike Foot units, Dragoons can fight as soon

    as they arrive, whatever the terrain.

    Artillery Movement All artillery may move 1 hex, or not move and

    do ranged combat. Normal unit is 1 or 2 bases,though a siege battery may have up to 3. A base

    has zero melee capability (counts zero for dice

    allocation but may on occasion get bonus dice asa result of Command Cards), and gets 1 firing

    dice at range 2-4 hexes (LG), 2-5 (MG) and 2-6(HG).

    Leader Movement An ordered leader (either alone in a hex orordered to detach from the unit it is with) may

    move up to 3 hexes.

    A leader may only be ordered to move once perturn. A leader that is ordered does not have to

    move (unless attached to an ordered unit that is

    moved). Ordered leaders may move from one section of

    the battlefield into another section. A leader maynever move off the short sides of a battlefield.

    A leader may retreat voluntarily off his side ofthe battlefield to avoid being eliminated. When

    attached to units, retreat off the side may bemandatory. See Leader Retreat rule section.

    A leader may move through a hex with afriendly unit, a hex with a friendly unit and an

    attached leader, or another friendly leader that isalone in a hex, but may not end movement in a

    hex containing another friendly leader. A leader that moves onto a hex with a friendly

    unit may stop as long as the unit does not alreadyhave an attached leader. The leader is then

    considered attached to the unit. A leader may not move onto or through a hex

    occupied by an enemy unit or enemy leader,

    unless the leader is attempting to escape throughthe occupied enemy hex. A leader may not battle when alone.

    ATTACHED LEADERS:A leader in the same hex as a friendly unit is

    considered attached to the unit and must movealong with the unit unless the leader is ordered to

    detach. Note it only costs one command to ordera unit and its attached leader to move and/or

    battle together.

    When a Section Command card, Leadershipcard or March to Victoryecard is played, or on aflag roll when the The Lord Is with UsCommand card is played, a leader in the same

    hex as a unit may be ordered to detach from theunit and move by himself. It costs one order for

    an attached leader to detach from its unit andmove separately. The unit to which the leader

    was attached is not ordered by the leader order,but could be ordered by spending another

    command.

    A unit and its attached leader may be orderedsimultaneously. During movement, the owning

    player chooses whether to move the ordered

    detached leader before or after the ordered unitmoves.

    The remaining orders on the Command card maybe used to order units (including the one from

    which a leader was detached), or order otherattached or unattached leaders.

    Attaching a leader to a unit does not order the

    unit just joined or the unit the leader justdetached from.

    A leader may detach from one unit, move and

    attach to another unit, but may not move again

    with the unit he has just joined. That unit would

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    have to be issued an order and move prior to the

    leader joining the unit.

    A leader attached to an infantry unit in squarecannot be issued an order to detach. When the

    unit is ordered to come out of square, the leadermay also be simultaneously ordered to detach on

    the same turn using an additional command.

    Phase 4.

    COMBATCombat is a term that is used for both ranged

    combat (fire) and melee combat. To fire, a unitmust be within range and have a line of sight to

    the target unit. To melee, a unit must be in anadjacent hex to the target unit. An ordered unit

    may only engage in one type of combat whenordered, even if it is capable of both types of

    combat.

    Combat is resolved, one ordered unit at a time, inthe sequence of your choice. You may switch

    between ranged combat and melee combat fromone unit to the next; however, you must

    announce and resolve one units combat entirely,including all related additional combat actions

    stemming from that battle, before proceeding toanother ordered units combat.

    A unit that is ordered does not have to battle,

    even when adjacent to an enemy unit.

    A unit may not split its battle dice between

    several enemy targets during the same combatdice roll.

    A unit may only be ordered to battle once per

    turn; in some instances after a successful melee aunit of Horse may have the opportunity for a

    bonus melee as part of additional combat actions.For additional combat action details refer to the

    Breakthrough and Bonus Melee rule sections. Normally, the base number of Battle Dice rolled

    in a combat is equal to [the number of bases lessthe number of loss counters] for the ordered unit,

    possibly with adjustments according to trooptype. Therefore, the number of casualties (loss

    counters) a unit has suffered affects the basenumber of battle dice the unit will roll in combat.

    RANGED COMBAT (FIRE)Only Foot, dismounted Dragoons and Artilleryunits may engage in ranged combat.

    Units of Horse and leaders may not engage in

    ranged combat. Any pistol or carbine capabilitythey may have is regarded as part of melee

    combat.

    A unit with ranged weapons battling an enemyunit more than 1 hex away is said to conduct

    ranged combat (fire) at that enemy unit (targetunit). In ranged combat the target unit must be

    within both range and line of sight of the firing

    unit.

    Ranged combat may not be used against anenemy unit in an adjacent hex.

    A unit adjacent to an enemy unit may not fireon another, more distant, enemy unit. If the unit

    chooses to battle, the unit must melee combat theadjacent enemy unit.

    A target unit may not Battle Back after a rangedcombat attack.

    A target unit of Horse may not Retire andReform before a ranged combat attack.

    Ranged Combat (Fire) Procedure1. Announce firing unit2. Check Range

    3. Check Line of Sight4. Determine Strength of the Attack

    5. Apply Command card Dice Additions

    6. Apply Terrain Battle Dice Reduction7. Resolve Combat8. Score Hits

    9. Apply Retreats

    1. Announce Firing Unit: Announce the orderedunit you want to fire with and the enemy unit it is

    targeting. Each Ranged Combat attack isdeclared and resolved one ordered unit at a time,

    in the sequence of your choice. You mustannounce and resolve one units Ranged Combat

    entirely before beginning the next units battle.

    Regardless of the number enemy units in range,

    each Ranged Combat is conducted by oneeligible, ordered unit against one enemy unit inline of sight and in range. Ranged Combat by

    several friendly units against one enemy unitmust be made and resolved one at a time.

    2. Check Range: Verify that your target is

    within range. The range is the distance betweenthe firing unit and the target unit, measured in

    hexes. When counting the range in hexes, includethe target units hex, but not the firing units hex.

    WEAPON RANGESThere are six basic types of ranged weapon units

    in this game: Musket-armed Foot (FT) and Dragoons (DR)have a range of 2 hexes.

    Firelock-armed Foot (FL) have a range of 3hexes

    Heavy Artillery (HG) have a maximum range of6 hexes

    Medium Artillery (MG) have a maximum rangeof 5 hexes

    Light Artillery (LG) have a maximum range of4 hexes

    3. Check Line of Sight: Verify that your target is

    within line of sight. A unit must be able to see

    the enemy unit it wants to fire at. This is knownas having Line of Sight. Imagine a line drawn

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    from the center of the hex containing the firing

    unit to the center of the hex containing the targetunit. This line of sight is blocked only if a hex

    between the battling unit and the target hexcontains an obstruction.

    Obstructions include a unit or leader (regardless

    if friend or foe) or some terrain features and theside edge of the battlefield. The terrain in the

    target units hex does not block line of sight. Ifthe imaginary line runs along the edge of one or

    more hexes that contain obstructions, line of sightis not blocked unless the obstructions are on both

    sides of the line.

    4. Determine Strength of the Ranged Attack:

    FootAn ordered unit of Foot (FT) may targetan enemy unit two hexes (three hexes for

    Firelocks (FL)) away in any direction, subject to

    being in line of sight of the firing unit. The basenumber of battle dice rolled in ranged combat(which can only by carried by a unit which has

    not moved) is equal to the number of bases in theunit, less the number of accumulated loss

    counters, and this adjusted number of bases has amaximum of 3. If the unit is mixed pike and shot,

    deduct a further 1 to allow for the troops who donot have muskets.

    ArtilleryAn ordered artillery unit (HG, MG,LG) which does not move, may target an enemy

    unit which is within its range in any direction,subject to being in line of sight of the firing unit.

    The number of battle dice is equal to the numberof remaining bases in the Artillery unit.

    DragoonsAn ordered unit of Dragoons (DR)

    which is on foot at the end of their move maycarry out ranged combat on an enemy unit which

    is two hexes away in any direction, subject tobeing in line of sight. The base number of combat

    dice is half a die per base of 3 figures, roundedup (so 3 bases get 2 dice, for example).

    Unlike FT and FL units, Dragoons can move and

    fire, and may fight as soon as they arrive,

    whatever the terrain.

    5. Apply Command card Dice Additions:Some Command cards will increase the numberof battle dice that a unit will roll in ranged

    combat.

    6. Apply Terrain Battle Dice Reduction (ifany): The terrain on which the target unit is on

    and in some cases the terrain the attacking unit ison, may reduce the number of battle dice rolled

    in ranged combat. Reduce the number of battle

    dice rolled accordingly. Refer to the section onTerrain for battle dice adjustments.

    7. Resolve Combat: Roll the resulting number of

    battle dice against the target; hits are resolvedfirst, followed by retreats.

    8. Score Hits: In ranged combat, the attacker

    scores 1 hit for each troop symbol rolled thatmatches the type of the target unit (Foot, Horse,

    Artillery and note that Dragoons require Horsesymbols, whether or not they are mounted).

    Other symbols rolled are a miss, though a flagsymbol may cause the defending unit to retreat.

    For each hit scored, 1 loss counter block is placedwith the target unit. When the number of casualty

    counters is equal to or greater than the number ofbases in the target unit, it is removed from the

    table, and you collect a Victory Banner. If morehits are rolled than the number of bases in the

    enemy unit, these additional hits have no effect(they cannot be transferred to another target).

    Note anyone fighting against dragoonsrequires Horse hits on the Combat Dice,

    whether the dragoons are mounted or not this

    is a little confusing, but is necessary to get the

    casualty rate correct.

    Hitting a Leader: When an enemy unit with an

    attached leader takes a hit in range combat, theattached leader must make a leader casualty

    check. A leader not attached to a unit (alone in a

    hex) may not be targeted in ranged combat. SeeLeader Casualty Check rule section.

    9. Apply Retreats: A flag does not cause a hit,

    but may cause the unit to retreat. See rule sectionRetreats.

    MELEE COMBATAll units may engage in melee combat. Anunattached leader or an artillery unit may not

    initiate melee combat (i.e. may not attack). A unitattacking an adjacent enemy unit is said to be

    engaging that enemy unit in melee. Targetsengaged in melee are always considered within

    range and in line of sight of their attacker.

    A unit adjacent to an enemy unit may not use

    ranged combat (fire) against the adjacent enemyunit or target another enemy unit within firerange. The unit must melee combat the adjacent

    enemy unit if it chooses to battle.

    Melee Combat Procedure1. Announce Melee Combat

    2. Defending Horse Retire and Reform3. Defending (Veteran) Foot Form Stand of Pikes

    4. Determine Strength of the Attack5. Apply Command card Dice Additions

    6. Apply Terrain Battle Dice Reduction7. Resolve Combat

    8. Score Hits9. Apply Retreats

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    10. Additional Combat Actions; Taking Ground,

    Cavalry Breakthrough, Bonus Melee Attack11. Battle Back (Defending units Battle Back,

    apply hits and resolves retreats)

    1. Announce Melee Combat: Announce theordered unit you want to melee with and the

    enemy unit it is targeting. The unit must beadjacent to the targeted enemy unit to engage in

    melee combat. Each melee combat is declaredand resolved one ordered unit at a time, in the

    sequence of your choice. You must declare andresolve one units melee combat entirely,

    including any additional combat actions: TakingGround, bonus close combat, and the defenders

    Battle Back, before beginning the next unitscombat.

    If the defender holds anEvade card, it will be

    played when the melee combat is declared,

    before attacker battle dice are rolled.

    Melee Combat by several friendly units against

    one enemy unit must be made and resolved oneat a time.

    2. Horse Retire and Reform: When being

    attacked in melee by an enemy on foot, a unit ofHorse may choose to Retire and Reform instead

    of staying and fighting in the melee. See Cavalry

    Retire and Reform rule section.

    3. Defending Foot Form Stand of Pikes: Standof Pikes is a defensive formation used by Foot

    units to counter an attack by enemy Horse. Thisoption is available only to Veteran units of Foot,

    which may choose to form Stand of Pikes duringthe opponents turn when they are about to be

    melee attacked by a unit of Horse. See Stand ofPikes rule section.

    4. Determine Strength of the Attack:

    FootOrdered Foot (FT, FL or CL) may stay in

    position or move one hex and melee an enemyunit on an adjacent hex. In either case, for melee

    combat, the base number of battle dice rolled is

    equal to the number of bases in the unit, less thenumber of loss counters, this total being limitedto a maximum of 3. If the unit includes a

    proportion of pikes, add 1 to the total

    HorseA Galloper unit (GA) may stay inposition or move up to three hexes and melee

    combat an adjacent enemy unit. A Trotter (TR)or cuirassier (CU) unit may stay in position or

    move up to two hexes and melee combat anadjacent enemy unit. The base number of battle

    dice rolled for a unit of Horse is equal to the

    number of bases in the unit, less the number ofloss counters, this total being limited to a

    maximum of 3.

    Galloper Horse will battle with 1 additional

    battle die in melee combat if they are theattacker.

    This bonus die for Gallopers is doubled to twodice if they are classified as Rash.

    DragoonsAn ordered unit of dragoons (DR)

    may make a melee attack, whether or not theyhave moved. Since they do not perform well in

    melee, they count half a die per base of 3 figures,whether they are mounted or on foot. They may

    not fire and melee in the same turn.

    ArtilleryArtillery (HG, MG or LG) may notmake a melee attack, though they may fight back

    if attacked. Each base is allocated zero combatdice, though they may get a bonus die as a result

    of a Command card. (Artillery are very weak inmelee combat).

    Veteran Units of all types get an extra melee diewhen opposed by raw or militia troops.

    5. Apply Command card Dice Additions:Some Command cards increase the number of

    battle dice that a unit rolls in melee combat.

    6. Apply Terrain Battle Dice Reduction (ifany): The terrain which the target unit is on and

    in some cases the terrain the attacking unit is on

    may reduce the number of battle dice rolled inmelee combat. Reduce the number of battle dice

    rolled accordingly. Refer to the section onTerrain for battle dice adjustments.

    7. Resolve Combat: Roll the resulting number of

    battle dice against the target; hits are resolvedfirst, followed by retreats.

    8. Score Hits: In melee combat, the attacker

    scores 1 hit for each troop symbol rolled thatmatches the type of the target unit (Foot, Horse,

    Artillery and note that Dragoons count as Horsehere whether they are mounted or dismounted).

    They also score 1 hit for each sabre symbolrolled, though note the following:

    Clubmen (CL), and all Raw and Militia troops

    do not count sabres as hits agaiinst the enemy ina melee Because of their armour, sabres do not count

    againstcuirassiers in melee.

    A sabre symbol also counts as a hit in a melee

    attack on an unattached Leader.

    A flag symbol is a miss, but may cause thedefending unit to retreat.

    For each hit scored, 1 loss counter is placed with

    the target unit. When the number of casualty

    counters is equal to or greater than the number ofbases in the target unit, the unit is removed from

    the table, and you collect a Victory Banner. Ifmore hits are rolled than the number of bases in

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    the enemy unit, these additional hits have no

    effect (they cannot be transferred to anothertarget).

    Hitting a Leader: When you target an enemy

    unit with an attached leader in melee combat andscore a hit on the unit, the attached leader must

    take a Leader Casualty check. A leader when notattached to a unit (alone in a hex) may be

    attacked normally in melee. See Leader CasualtyChecks rule section.

    9. Apply Retreats: A flag does not cause a hit,

    but may cause the unit to retreat. See Retreatsrule section. A unit unable to retreat for any

    reason will get loss counters instead, and maytrigger loss checks for any attached leader. Note

    that Raw troops sustain double retreats, andMilitia triple retreats.

    10. Additional Combat Actions: See rulesections for Taking Ground, CavalryBreakthrough and Bonus Melee Attack.

    11. Battle Back: The defending enemy unit may

    Battle Back against the attacking unit, if thedefending unit was not eliminated and did not

    retreat from its hex. The attacking players unit,that conducted the initial attack, is now

    considered in a defending posture.

    During a Battle Back the unit calculates its

    strength, any terrain battle dice reduction, rollsthe battle dice, determines hits and retreats, and

    applies them in the same manner as the attacker,though in some cases the number of battle dice

    allocated is different for attackers and defenders.After the defending players Battle Back, the

    melee will stop; i.e. there is never any BattleBack on a Battle Back, though Bonus Melees

    involving units of Horse may continue for anumber of combats.

    If the defending unit is forced to retreat out ofits original hex, it may not Battle Back, even if its

    retreat move places the unit in a hex that is stilladjacent to the attacking unit.

    If the defending unit was unable to fulfill a

    required retreat, it may Battle Back as long as ithas not been eliminated by allocation of losscounters for not completing its retreat.

    A defending unit that is Battling Back may notTake Ground, conduct Cavalry Breakthrough or

    take a Bonus Melee Attack. AnEvade Command card may not be played

    against a unit that is Battling Back.

    LEADER CASUALTY CHECKYour opponent will always roll for your Leader

    Casualty check. When a leader is hit, remove theleader block from the battlefield and award a

    Victory Banner.

    Attached Leader: When a leader is attached to a

    unit and the unit takes hits without beingeliminated, there is a chance that the leader may

    also be hit. Make a leader casualty check byrolling 2 battle dice. To hit the leader two sabre

    symbols must be rolled. A leader casualty checkmust be made when a unit loses a block from:

    Ranged Combat

    Melee Combat

    Failure to complete a retreat move

    Only one leader casualty check is required from asingle combat dice roll. For example, when aunit with an attached leader is attacked andthe unit loses one or more blocks from thecombat dice rolled, after the combat lossblocks are removed, there is a leadercasualty check. If the unit is also forced toretreat, but the unit the leader is with cannotcomplete its entire retreat movement,

    the unit must also take additional loss counters,another leader casualty check is not required,

    however, because the same combat dice rollcaused the retreat block losses.

    Attached Leaders Unit Eliminated: When a

    leader is attached to a unit and the unit receivesone or more loss counters, eliminating the unit

    and leaving the leader alone in the hex the leadercasualty check is made with 1 battle die. To hit

    the leader a sabre symbol must be rolled. If theleader is not hit, the leader must retreat 1, 2, or 3

    hexes. If the leader is on a friendly map edge hex,he must retreat off the map.

    When a leader is attached to a unit that is forced

    to retreat and the unit is eliminated because itcould not complete its retreat movement, the

    leader must retreat from the hex where the last

    unit block was removed.

    When a units retreat is blocked by enemy unitsand the unit is eliminated, the leader must use

    Escape rules to move through one of the enemyunits and reach an open or friendly hex.

    When a unit loses its last base at the map edge

    because it cannot retreat further, the leader mustretreat off the map edge. A leader that retreats off

    a friendly map edge hex does not give youropponent

    a Victory Banner.

    When a unit is eliminated because its retreat pathis occupied by impassable terrain hexes, the

    attached leader is also eliminated if he too cannotretreat into the hex. In this instance, the leaders

    elimination yields a Victory Banner to theopponent.

    When a unit is eliminated any flags rolled against

    an eliminated unit have no effect on the leader,

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    however the leader, after the leader casualty

    check, must retreat 1, 2, or 3 hexes.

    When a leaders unit is eliminated in meleecombat, the attacking unit may Take Ground into

    the vacated hex after the leader retreats from thehex.

    Unattached Leader: A leader alone in a hex

    may not be targeted in ranged combat but anunattached leader may be attacked in melee.

    When a leader is alone in a hex, the attackingenemy unit rolls its normal melee battle dice.

    One or more sabre symbols rolled will score a hitand eliminate the leader, even from a unit that

    normally does not score a hit on a sabre roll inmelee combat. If the leader is not hit, the leader

    must retreat 1, 2, or 3 hexes.

    Flags rolled against the leader have no effect on

    the unattached leader. The attacking unit mayTake Ground into the vacated hex, after theleader retreats from the hex.

    RETREATSAfter all combat hits have been resolved and losscounters allocated, retreats are resolved. For each

    retreat flag rolled against a unit, the unit mustmove one hex back toward its own side of the

    battlefield. Two flags will force the unit back twohexes, etc. (Exceptions: Raw units retreat two

    hexes per flag, and Militia units retreat three

    hexes per flag). The player controlling the

    retreating unit decides which hex the unit retreatsonto, using the following rules: A unit must always retreat toward its

    controlling players side of the board, regardlessof what direction the attack came from. Units

    may not retreat toward the opponents side of theboard or sideways.

    Terrain that is not impassable has no effect onretreat moves, therefore a retreating unit may

    move onto or through a forest, a fordable river,etc., without stopping. Impassable terrain features

    will prevent a units retreat, resulting in losscounter allocation, possible elimination, and

    possible leader loss.

    A unit may not retreat onto, or through, a hexalready containing another friendly unit or anenemy unit or enemy leader.

    An attached leader must retreat with its unitwhen the unit is forced to retreat.

    Leaders Stop Retreats: A unit without an

    attached leader may retreat onto a hex thatcontains an unattached friendly leader (i.e. a

    leader alone in a hex). The leader is immediatelyattached to that unit and the units retreat stops in

    the leaders hex. The retreating unit will ignoreany additional retreat movement.

    If the unit cannot retreat, because its retreat path

    is occupied or it is forced to retreat off the limitsof the battlefield, one loss counter must be

    allocated to the unit for each retreat hex of

    movement that cannot be completed. A Raw unit must move two hexes back toward

    its own side of the battlefield for each retreat flagrolled against it.

    A militia unit must move three hexes backtoward its own side of the battlefield for each

    retreat flag rolled against it.

    Bolster MoraleSome situations allow a unit to disregard one or

    more flags rolled against it. Disregarding a flagresult is optional and the owning player may

    always decide to accept a flag result. If more thanone flag result can be ignored, the owning player

    can choose to ignore one (or more) and acceptone (or more). A unit may choose to disregard

    flags rolled against it (if allowed) each time it isattacked.

    If more than one of the following situationsapplies, the effects are cumulative. A unit may disregard one flag when a leader is

    attached to the unit. If the unit receives one ormore loss counters in combat, the leader must

    survive the leader casualty check for the unit toignore the flag.

    A unit may disregard one flag when supportedby two or more friendly units. Support units may

    be on any hexes that are adjacent to the unit. A Stand of Pikes may act as one adjacent

    support unit for units which are not themselves in

    Stand of Pikes, however a Stand of Pikes may not

    itself receive support from friendly units/leadersin adjacent hexes. A leader when alone in a hex may act as one

    adjacent support and can provide support just as afriendly unit does.

    Some terrain features will allow a unitdefending on the terrain to ignore one flag. See

    Terrain rule section.

    All Veteran units may ignore one flag.

    Attacking Horse can never ignore a bounce flagresult from a Stand of Pikes regardless of how

    many retreat flags they normally could ignore.

    Leaders RetreatLeaders retreat somewhat differently from units.A leaders retreat movement is 1, 2, or 3 hexesback towards its own side of the battlefield, the

    owning players choice. A leader, attached to a unit that must retreat,

    will retreat to the same hex as the attached unit.

    When a leader is attached to a unit and the unit

    is eliminated by ranged combat, melee combat,or because the unit cannot complete its entire

    retreat move, if the leader is not eliminated on theleader casualty check, the leader must retreat 1, 2,

    or 3 hexes.

    When an unattached leader is attacked in melee

    combat, if the leader is not eliminated, he mustretreat 1, 2, or 3 hexes.

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    When a leader retreats he must follow these

    rules: A leaders retreat movement is 1, 2, or 3 hexes

    back towards its controlling players side of thebattlefield. The player who controls the leader

    determines the number of hexes he will move,and the path he will take as he retreats.

    Terrain that is not impassable has no effect onretreat moves, therefore a retreating leader may

    move onto or through a forest, a fordable river,etc., without stopping. Impassable terrain will

    prevent a retreat movement, and a leader unableto retreat one hex due to impassible terrain will

    be eliminated. The opponent gains one VictoryBanner when the leader is eliminated.

    A leader may not end his retreat movement in ahex that contains another friendly leader, an

    enemy unit or enemy leader. A leader may retreat through a hex that contains

    only a friendly unit or choose to stop his retreat

    in the hex and attach to the unit. A leader may retreat through a hex that containsa friendly unit with a leader or an unattached

    friendly leader. A leader retreating through a units hex does

    not affect a unit. You may choose to retreat your leader off your

    side of the battlefield. This saves the leader frombecoming a Victory Banner for your opponent,

    but you lose a strong command piece by doing

    so. A retreating leader may move through an

    enemy unit, but this is governed by the rules forLeader Escape.

    Leader EscapeWhen enemy units occupy a leaders designatedretreat path, the retreating leader must attempt to

    escape through the enemy occupied hex.

    Leader Escape Procedure: Move the leaderonto the enemy hex and allow the enemy unit in

    the hex to battle the leader. The attacking unituses its normal number of melee combat dice.

    The leader does not benefit from terrain in thehex. One or more sabre symbols rolled will score

    a hit and eliminate the leader, even from a unit

    that normally does not score a hit on a sabreroll in melee combat. The opponent gains oneVictory Banner when the leader is eliminated.

    If the leader is not hit, his escape is successfuland he continues with his retreat move. Should

    an enemy unit also occupy this hex, the leadermust again undergo the Escape procedure.

    Should the third hex also be occupied by anenemy unit, the leader is eliminated and the

    opponent gains a Victory Banner.

    ADDITIONAL COMBAT

    ACTIONSDuring the combat phase, after a melee combatan attacking unit may be entitled to take one or

    more additional actions. These actions are

    defined below.

    Foot Taking GroundWhen an ordered unit of Foot attacks in melee

    combat and eliminates or forces the defending

    enemy unit or leader to retreat from the hex itoccupies, the Foot unit has conducted asuccessful melee combat. The victorious

    attacking Foot unit may advance (move) ontothat vacated hex. This is referred to as Taking

    Ground. Taking Ground is never mandatory; it remains

    the attacking players choice. Taking Ground is subject to normal terrain

    movement restrictions.

    A Foot unit that attacks a Horse unit may Take

    Ground after the Horse unit chooses to Retire andReform.

    A Foot unit that attacks a leader alone in a hex

    may Take Ground after the leader retreats or iseliminated. A unit in Stand of Pikes cannot Take Ground

    after a successful melee combat.

    Cavalry BreakthroughWhen an ordered unit of Horse attacks in melee

    combat and eliminates or forces the defendingenemy unit or leader to retreat from the hex it

    occupies, the Horse unit has conducted asuccessful melee combat. The victorious

    attacking Horse unit may advance (move) ontothe vacated hex, and may then move one

    additional hex. The advance onto the hex and theadditional hex of movement is referred to as aCavalry Breakthrough.

    A Cavalry Breakthrough is never mandatory; it

    remains the attacking players choice, but see theRule on Rash Cavalry.

    The one additional hex of movement, after theHorse unit moves onto the just vacated enemy

    hex, is never mandatory. A Horse unit that onlymoves onto the just vacated enemy hex is still

    considered to be on breakthrough.

    A Horse unit that moves onto the just vacated

    enemy hex and then returns to its original hex is

    still considered to be on a Cavalry Breakthrough. The movement on a Cavalry Breakthrough issubject to normal terrain movement restrictions.

    A unit of Horse that attacks a leader alone in ahex may breakthrough onto the vacated hex after

    the leader retreats or is eliminated.

    The following situations do not allow a unit toTake Ground or conduct Cavalry Breakthrough:

    Ranged combat attacks never give the attackingunit the opportunity to Take Ground.

    A defending unit that is Battling Back may notTake Ground or conduct Cavalry Breakthrough.

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    Cavalry Bonus AttackAfter a successful melee combat a unit of Horse

    that makes a breakthrough is eligible to battle in

    melee combat again. This second melee, and anysubsequent repeat, is called a Bonus Attack.

    Only Horse, after a successful melee, are

    entitled to a Bonus Attack. A Foot or Artilleryunit may not make a Bonus Attack. If a successfully attacking unit of Horse does

    not move onto the vacant hex, it forfeits theopportunity to make a Bonus Attack, even if it is

    adjacent to other enemy units. Normally, a Bonus Attack action is optional.

    The unit, after a successful melee, is not forced tobreakthrough and attack again. However, the

    situation for units which are officially designatedas Rash is somewhat different, and is described

    below. The target of the Bonus Attack does not have to

    be the same unit as the original unit that was

    attacked in melee, even if the original target isstill adjacent. Terrain movement and combat restrictions

    apply to a Bonus Attack the same as they do tonormal melee attacks.

    A successful unit of Horse may make asuccession of Bonus Attacks on a turn.

    An attacking unit of Horse that eliminates orforces the enemy unit to retreat on its Bonus

    Attack may move onto the vacated hex. It may, atthe owning players option, move an additional

    hex to effect Breakthrough and make another

    Bonus Attack.

    A Horse units initial melee combat, and anysubsequent Cavalry Breakthrough and BonusAttacks must all be completed before beginning

    the next units combat.

    In a Bonus Attack, the normal Horse charge

    bonus dice for Gallopers and for Rash Horse arenot added (since the attacking unit will be in a

    confused state), and any Veteran unit of Footwhich is the object of a Bonus Attack will not be

    allowed the option of forming Stand of Pikes(because of lack of time).

    Rash Cavalry Control TestTo reflect the extra difficulty of controlling

    successful Galloper-type horse, a specialvariation applies to GA units which aredesignated as rash. Such units mustcarry out a

    Cavalry Breakthrough, unless they are broughtunder control, and mustcarry it out in such a way

    as to create a Bonus Attack if it is possible to doso the active player may choose which unit to

    attack if there is a choice, and he does not have toattack villages, woods or earthworks - terrain

    situations which put Horse at a majordisadvantage. If he wishes to stop the

    Breakthrough and continued attack by such aRash unit, after any melee victory, the

    commander must get them under control. This is

    achieved by rolling a Horse symbol or a Flag ona single Combat Die; if a Leader is attached to

    the unit, control is also gained by a roll of

    Crossed Sabres.

    Defending Units Battle BackIn a melee combat, the defending enemy unit

    may Battle Back against the attacking unit if it

    was not eliminated and did not retreat from itshex.

    During a Battle Back the unit calculates itsstrength, any terrain battle dice reduction, rolls

    the battle dice, determines hits and retreats, andapplies them in the same manner as the attacker.

    The attacking players unit, that conducted the

    initial attack, is now considered in a defendingposture.

    If the defending unit is forced to retreat out ofits original hex, it may not Battle Back, even if its

    retreat move places the unit in a hex that is still

    adjacent to the attacking unit. If the defending unit was unable to fulfill arequired retreat, it may Battle Back as long as it

    has not been eliminated by taking losses for notcompleting its retreat.

    A defending unit that is Battling Back may notTake Ground, conduct Cavalry Breakthrough or

    take a Bonus Melee Attack.

    An EvadeCommand card may not be playedagainst a unit that is Battling Back.

    Phase 5.

    END OF TURN & ENDGAMEAfter completing all movement and resolving allhits, retreats and additional combat actions for all

    ordered units, discard the Command card playedand draw another Command card from the deck.

    Your turn is over.

    When a defending player has used the EvadeCommand card during the turn, he draws areplacement card at the end of the turn before the

    active player.

    If the draw deck runs out of cards, shuffle thediscards to form a new draw deck, removing a

    proportion as at the commencement of the game.A new draw deck is also formed after the play of

    the The Lord Is with UsCommand card. Thediscards are shuffled back with the draw deck toform a new draw deck.

    End Game and Victory ConditionsPlayers alternate taking turns, until one playerreaches the number of Victory Banners indicated

    by the scenarios victory conditions. In additionto capturing Victory Banners through the

    elimination of enemy units, in some scenarioscapturing certain terrain hexes or accomplishing

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    other battle-specific objectives can win additional

    Victory Banners. Such victory conditions shouldbe set out in the scenarios battle notes.

    A game ends the moment a player reaches his

    required number of Victory Banners, regardlessof when this occurs during a game turn. This

    means that a game might even end on asuccessful Battle Back with victory for the active

    players opponent.

    6. SPECIALISED

    TACTICS AND

    ACTIONSCAVALRY RETIRE AND

    REFORMWhen being attacked in melee by an enemy unit

    of Foot, a unit of Horse may choose to Retire andReform instead of staying and fighting in the

    melee.Before a Foot unit is about to melee an enemy

    Horse unit, the attacking player must ask if the

    Horse unit is going to Retire and Reform. Thedefending player must then declare that the

    cavalry unit will do so or that they will not,before the attacking Foot rolls its battle dice.

    Horse may not Retire and Reform if it cannotretire 2 hexes towards its side of the battlefield.

    Occupied hexes, impassable terrain and the edgeof the battlefield may prevent it from retiring 2

    hexes. Passable terrain that normally haltsmovement does not prevent Retire and Reform.

    When the unit of Horse does not choose to Retireand Reform, or cannot Retire and Reform, the

    melee is resolved normally.Before the Horse conducts Retire and Reform,

    the attacking Foot determines and rolls the propernumber of melee battle dice against the Horse.

    Only Horse symbols will score a hit in anycombat against a unit of Horse electing to Retire

    and Reform. All other symbols, including sabresand flags, are ignored. If the Horse suffers hits

    and has an attached leader, a leaders casualtycheck is made normally.

    After the attacking Foots dice roll, the HorsesRetire and Reform movement of 2 hexes toward

    its own side of the battlefield is made. The attacking Foot may Take Ground after a

    Horse unit vacates the hex.

    Horse may not Battle Back when it elects to

    Retire and Reform, even if it ends in a hex that isadjacent to the unit that was making the melee

    attack.

    Horse may not Retire and Reform when a unitof Foot Battles Back.

    STAND OF PIKES

    Stand of Pikes is a defensive formation used byVeteran Foot units to counter an enemy Horse

    melee attack. While Foot is in Stand of Pikes it

    may not move, but may be ordered to battle.

    While in Stand of Pikes, the maximum number ofbattle dice a unit may ever roll in ranged combat

    or in melee is 1 die. Nothing will increase thenumber of battle dice a unit of Foot in Stand of

    Pikes may roll.

    A Stand of Pikes battle die however, may bereduced by terrain modifiers so it does not have a

    die to roll.

    Forming Stand of Pikes and CombatA Veteran unit of Foot at any strength may

    choose to form Stand of Pikes during theopponents turn before a Horse unit is about to

    melee attack it. The attacking player must ask ifthe Foot unit is going to form Stand of Pikes. The

    player in control of the Foot must make thechoice to form Stand of Pikes or take on the full

    force of the mounted attack.

    A unit of Foot may not form Stand of Pikes in thefollowing situations:

    When it is not of Veteran status themanoeuvre is beyond the capabilities of lesser

    units. When the owning player holds two or fewer

    Command cards in his hand.

    When the unit is on certain terrain hexes, see

    Terrain rule section. When a unit of Horse is Battling Back.

    If the Foot unit does not choose to form Stand of

    Pikes, the melee attack is resolved normally.

    When the Foot choose to form Stand of Pikes, the

    attacking player selects one card at random fromthe defending (Foot) players hand of Command

    cards. The attacking player cannot look at thecard selected. The card is placed face down on

    the defending players Stand of Pikes Track andthe unit itself is arranged so that its constituent

    bases clearly represent the formation. Anumbered counter is allocated to the unit so that

    the corresponding card on the Track may beidentified. A player may, at any time, look at the

    cards on his Stand of Pikes track, but these cards

    can never be moved around on the track.

    When a Horse unit has forced a Foot unit to form

    Stand of Pikes, the Foot unit will battle first with1 die, even though the opponent is the active

    player (an exception to the normal melee combatsequence).

    The maximum number of battle dice an Foot unit

    in Stand of Pikes Formation may roll in meleecombat is 1 die. Combat cards and troop type will

    not increase this number. Terrain modifiers,however, may reduce the number of battle dice,

    and a Foot unit in Stand of Pikes may not have a

    die to roll.

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    Bounce Flag: When the unit in Stand of Pikes

    rolls a flag against an attacking unit of Horse, itwill force them to bounce away from the

    Stand. A bounce flag rolled against Horse byFoot in Stand of Pikes may not be ignored for

    any reason. A leader attached to the Horse, thecalibre of troops or friendly unit support will not

    allow the Horse to ignore a bounce flag. If theHorse cannot retreat, one loss counter is allocated

    for each retreat hex they cannot complete.

    If the Horse are not eliminated or forced to retreatfrom their hex, they may melee against the Foot

    in Stand of Pikes with a maximum of 1 battle die.Combat cards and unit type will not increase the

    number of battle dice they may roll against theStand. Terrain modifiers, however, may reduce

    the number of dice, and the Horse therefore maynot have a die to roll.

    Stands of Pikes vs. Foot & Artillery Units:Foot or Artillery may engage an enemy Stand ofPikes with ranged or melee combat normally. If

    the Stand of Pikes is not eliminated in a meleecombat, it may then Battle Back with 1 die.

    Stands of Pikes and Retreats: A Stand of Pikes,

    because it cannot move, will be allocated oneloss counter for each retreat hex the unit cannot

    complete. If the Foot units retreat movement is

    more than one hex for a flag, the unit will takemultiple losses for each flag rolled against it. A

    unit of Foot in Stand of Pikes may ignore one ormore flags when a leader is attached or the units

    troop type allows it to ignore a flag.

    Support: A Stand of Pikes may act as oneadjacent support unit for units which are not

    themselves in Stand of Pikes, however a Stand ofPikes may not receive support from friendly

    units/leaders in adjacent hexes.

    Stands of Pikes and Attached Leaders: Aleader attached to a Foot unit in Stand of Pikes

    cannot be issued an order to detach. When theunit is ordered to come out of Stand of Pikes, the

    leader may also be ordered to detach on the same

    turn using an additional command.

    Stands of Pikes Attacking: A Stand of Pikes can

    be given an order to battle. It may engage inranged combat when there are no enemy units in

    an adjacent hex. The maximum number of battledice an it may roll in ranged combat is 1 die. It

    may also be ordered to melee combat. Themaximum number of battle dice it may roll in

    melee combat is 1 die.

    A Stand of Pikes cannot move, and thus cannot

    Take Ground after a successful melee combat.

    Coming out of Stand of Pikes

    A unit of Foot in Stand of Pikes may not be

    ordered out of the formation when there is enemyHorse on any adjacent hex. The unit of Horse

    prevents them from changing formation. In othercircumstances, the Foot unit may be ordered to

    come out of Stand of Pikes.

    The numbered Counter is removed from the hex,the units bases are shifted to reflect the new

    formation and the Command card is taken fromthe Stands of Pike track and returned to the

    players hand.

    The Foot unit may move and/or battle normally.Such a unit coming out of Stand of Pikes that

    does not move may conduct ranged combatwithout any battle dice reduction. Coming out of

    square is considered changing formation and notmovement.

    When a Stand of Pikes is eliminated andremoved, the numbered counter is removed fromthe hex and the Command card is taken from the

    track and returned to the players hand.

    7. TERRAINFORESTMovement: A unit or leader that enters a Foresthex must stop and may move no further on that

    turn. A Foot unit may form square on a Foresthex.

    Battle: A unit may not battle the turn it moves

    onto a Forest hex. Dragoons are the exception.These units may move onto a Forest hex and still

    battle when eligible.

    When targeting an enemy unit or leader on aForest hex:

    A unit of Foot reduces the number of battle dicerolled by 1.

    A unit of Horse reduces the number of battledice rolled by 2.

    An Artillery unit reduces the number of battledice rolled by 1.

    When battling out of a Forest hex: Foot do not reduce the number of battle dice

    rolled.

    Horse reduce the number of battle dice rolled

    by 2. Artillery reduce the number of battle dice by 1.

    Line of Sight: A Forest hex blocks line of sight.

    HILLMovement: No movement restrictions. Foot mayform Stand of Pikes on a Hill hex.

    Battle:When targeting an enemy unit or leader that is uphill:

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    Foot reduce the number of battle dice rolled by

    1. Horse reduce the number of battle dice rolled

    by 1. Artillery do not reduce the number of battle

    dice rolled.

    When targeting an enemy unit or leader that isdown hill:

    Foot do not reduce the number of battle dicerolled.

    Horse reduce the number of battle dice rolledby 1.

    Artillery do not reduce the number of battledice rolled. An artillery unit on a Hill hex may

    fire over a friendly unit or leader that is on anadjacent lower hex as long as that hex has no

    other terrain feature that would block the artilleryunits line of sight.

    When on a Hill hex and targeting an enemy unitor leader that is on another Hill hex: Foot reduce ranged combat dice by 1, but melee

    dice are not reduced. Horse do not reduce the number of battle dice

    rolled. Artillery do not reduce the number of battle

    dice rolled.

    Line of Sight: A Hill hex blocks line of sight to

    units behind a Hill hex. A unit on a lower levelhas line of sight onto the first Hill hex and vice

    versa. A unit on a lower level does not have lineof sight through one Hill hex onto a second Hill

    hex with a unit and vice versa (i.e. a unit at alower level is not able to see, or be seen, if at

    least one other Hill hex is in between the twounits).

    Line of sight is not blocked between units on the

    same hill looking across connected Hill hexes.The units are considered to be on a plateau.

    Line of sight is not blocked between units on Hill

    hexes separated by one or more interveninghexes of lower elevation unless those hexes

    contain a unit or terrain that blocks line of sight.

    RUGGED HILLMovement: Not allowed. No unit may enter a

    Rugged Hill hex.

    Battle: Prohibited

    Line of Sight: A Rugged Hill hex blocks line ofsight to units behind a Rugged Hill hex.

    BUILDINGSMovement: A unit or leader that enters aBuildings hex must stop and may move no

    further on that turn. Foot may not form Stand ofPikes on a Buildings hex.

    Battle: Dragoons are the only troops who may

    battle the turn they moves onto a Buildings hex.

    When targeting an enemy unit or leader that is ona Buildings hex:

    Foot reduce the number of battle dice rolled by2.

    Horse reduce the number of battle dice rolledby 3. Horse ordered by a Charge of Horse

    Command card battling onto a Buildings hex willnot receive additional battle dice as noted on the

    Command card.

    Artillery reduce the number of battle dice rolled

    by 1.

    When battling out of a Buildings hex:

    Foot do not reduce the number of battle dice

    rolled. Horse reduce the number of battle dice rolled

    by 3. Horse ordered by a Charge of Horse

    Command card battling onto a Buildings hex willnot receive additional battle dice as noted on theCommand card.

    Artillery reduce the number of battle dice by 1.

    Line of Sight: A Buildings hex blocks line ofsight.

    FIELD WORKSMovement: A unit or leader that moves across ahex side with Field Works must stop and may

    move no further on that turn. Foot may not form

    Stand of Pikes on a Field Works hex.

    Battle: A Field Works provides protection alongthe forward facing hex sides.

    When targeting an enemy unit or leader on a

    Field Works hex: Foot reduces the number of battle dice by 1.

    Foot on a Field Works hex may ignore one flag.

    Horse reduces the number of battle dice rolled

    by 2. Artillerys battle dice are not reduced.

    Field Works on hill: When attacking through a

    Field Works hexside disregard Hill terrain battle

    dice reductions and use only the Field Worksbattle dice reductions above.

    A defending unit will not receive Field Worksprotection and may not ignore a flag when the

    enemy unit is not attacking across a hex side withthe Field Works (normally this is from a hex

    directly to the side or behind the Field Works hexsides).

    When battling out of a Field Works hex:

    Foot and artillery suffer no battle dicereductions.

    Horse battling out across a hex side with a Field

    Works will reduce the number of battle dice itwill roll by 2.

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    Line of Sight: A Field Works hex does not blockline of sight.

    RIVERMovement: Normally, River hexes are treated as

    impassable terrain and may only be crossed at aford or on a bridge.

    Battle: Melee combat not possible.

    Line of Sight: A river does not block line ofsight.

    FORDABLE RIVER (stream)Movement: A unit or leader that enters aFordable River hex must stop and may move no

    further on that turn (It is assumed to be reformingon the far side of the river it just crossed). Foot

    may form Stand of Pikes on a Fordable Riverhex.

    Battle: A unit may battle the turn it moves onto a

    Fordable River hex.

    When targeting an enemy unit or leader on aFordable River hex:

    A unit will roll 1 less battle die in meleecombat, but its ranged combat dice are not

    reduced.

    A unit on a Fordable River hex will reduce itsbattle dice rolled by 1 in ranged combat and

    melee.

    Line of Sight: A Fordable River hex does not

    block line of sight.

    BRIDGEMovement: A bridge will cancel a river or

    fordable rivers movement restrictions. Foot mayform Stand of Pikes on a bridge hex.

    Battle: A bridge will cancel a river or fordable

    rivers battle restrictions.

    Line of Sight: A bridge does not block line ofsight.

    8. COMMAND CARDSSection Cards (48)Section cards are used to order units in a specific

    section of the battlefield to move and/or battle.These cards indicate which section of the

    battlefield you may order units or leaders, andhow many units or leaders you may order. An

    attached leader ordered by a Section Commandcard may be ordered to detach and move

    separately. Command cards that state order units

    equal to command mean the number of units youmay order is equal to the number of Commandcards you hold including this card. Cards that are

    on a players Foot in Stand of Pikes tracks are

    not counted as Command cards you are holding.

    SCOUT LEFT FLANK - Issue an order to 1 unitor Leader on the Left Flank. When drawing a

    new Command card, draw two, choose one anddiscard the other. (2 cards)

    SCOUT CENTER - Issue an order to 1 unit orLeader in the Centre. When drawing a new

    Command card, draw two, choose one anddiscard the other. (2 cards)

    SCOUT RIGHT FLANK - Issue an order to 1unit or Leader on the Right Flank. When drawing

    a new Command card, draw two, choose one anddiscard the other. (2 cards)

    PROBE LEFT FLANK - Issue an order to 2 unitsor Leaders on the Left Flank. (4 cards)

    PROBE CENTER - Issue an order to 2 units orLeaders in the Center. (6 cards)

    PROBE RIGHT FLANK - Issue an order to 2

    units or Leaders on the Right Flank. (4 cards)ATTACK LEFT FLANK - Issue an order to 3units or Leaders on the Left Flank. (4 cards)

    ATTACK CENTER - Issue an order to 3 units orLeaders in the Center. (6 cards)

    ATTACK RIGHT FLANK - Issue an order to 3units or Leaders on the Right Flank. (4 cards)

    ASSAULT LEFT FLANK - Order a number ofunits or leaders on the Left Flank equal to

    command (the number of cards held in your hand

    including this card). (2 cards)ASSAULT CENTER - Order a number of units

    or leaders in the Center equal to command (thenumber of cards held in your hand including this

    card). (2 cards)ASSAULT RIGHT FLANK - Order a number of

    units or leaders on the Right Flank equal tocommand (the number of cards held in your hand

    including this card). (2 cards)COORDINATED ADVANCE - Issue an order to

    4 units or Leaders. Order 1 on the Left Flank, 2in the Centre and 1 on the Right Flank. (2 cards)

    FLANK ATTACK - Issue an order to 2 units orLeaders on each Flank. (2 cards)

    REFUSE LEFT - Order a number of units orLeaders on the Right Flank or in the Centre equal

    to command (the number of cards held in your

    hand including this card). (2 cards)REFUSE RIGHT - Order a number of units orleaders on your Left Flank or in the Centre equal

    to command (the number of cards held in yourhand including this card). (2 cards)

    Tactic Cards (24) Tactic cards allow ordered

    units to move and/or battle in ways not normallyallowed in the basic rules. Terrain movement and

    battle restrictions still apply when a Tactic cardsActions take precedence over basic rules.

    BOLD DRAGOONEERS - One unit of Dragoonsmay make a further complete move after firing

    (but may not fire a second time). If you have nodragoons, use this card to order any 1 unit of

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    your choice. (2 cards)

    BOMBARD Issue an order to 4 or fewerArtillery units. Ordered units may move up to 2

    hexes and not battle, or may not move and battlewith 1 additional dice. If you do not have any

    artillery units, issue an order to any 1 unit of yourchoice. (2 cards)

    CHARGE OF HORSE Issue an order to 4 orfewer units of Horse (not Dragoons). Ordered

    units battle with 1 additional die the entire turn.Ordered Cuirassier and Trotter units may move

    3 hexes and still battle. If you do not have anycavalry units, issue an order to 1 unit of your

    choice. (3 cards)COUNTER-ATTACK Issue the same order

    that your opponent just played. When you playthis card it becomes a copy of the card your

    opponent played on the last turn. Follow theinstructions on that card as though you were

    actually playing it, except when countering a

    Section card. Then the right flank becomes leftflank and the left flank becomes the right flank.You may not use a Counter-Attack card to

    replicate an Evade card or a Hazzard a Chauncecard. (2 cards)

    EVADE Play this card after opponent declaresa melee attack, but before the dice roll. The

    attacked unit evades. The attacker does not rolldice. The defender may opt to retire 1 hex, but

    the attacker may not take the ground or carry out

    Cavalry Breakthrough. At the end of the turn,you draw a replacement Command card first. (2

    cards)FIRE AND HOLD Issue an order to 4 or fewer

    Foot or Artillery units. Ordered units willperform ranged combat with 1 additional die.

    Ordered units may not be adjacent to enemytroops. Units may not move before or after

    combat, but foot may come out of stand ofpikes. If you do not have any foot or artillery

    units, issue an order to 1 unit of your choice. (2cards)

    HAZZARD A CHAUNCE Present this card toyour opponent, who must take the top card from

    the Chaunce Cards pack. Such a card willprobably be to his disadvantage, but not

    necessarily so. You may use this card instead to

    order 1 unit or Leader of your choice. (2 cards)NB if you use this card to direct your opponentto take a Chaunce Card, that ends your turn.

    LEADERSHIP Issue an order to all Leaders.When a Leader is attached to a unit, the unit is

    also ordered as long as the Leader remains withthe unit. Any ordered unit shall roll 1 additional

    die if it battles. A Leader may detach from a unit.If a Leader moves and joins a unit, the unit is not

    ordered. If you do not have any Leaders, issue anorder to 1 unit of your choice. (2 cards)

    MARCH TO VICTORYE All the units and

    Leaders in any one Section may be ordered tomake a normal move. This move may not bring

    them into contact with the enemy, they may notcarry out any combat, and units of foot may not

    form (or come out of) Stand of Pikes formation.

    Normal terrain rules apply. (3 cards)PUSH! Issue an order to all units adjacent to

    the enemy. Ordered units may melee with 1additional die. Ordered units may not engage in

    ranged combat. Units may not move beforemelee combat. After a successful melee, foot

    may Take Ground and horse may breakthroughand may make a Bonus Melee Attack with its

    standard number of battle dice. (1 card)RALLYE Roll battle dice equal to command

    (the number of cards held in your hand includingthis card). For each Foot, Horse or Artillery

    symbol rolled, 1 block of this type is returned toany under strength unit anywhere on the

    battlefield, as men return to the ranks. A unit maynot gain more blocks than it started the action

    with. Rallied units that gain at least one block areordered, and may move and battle as normal. (2

    cards)

    THE LORD IS WITH US Roll battle diceequal to command (the number of cards held inyour hand including this card). For each symbol

    rolled, 1 unit of this type is ordered. One unit orleader of your choice may be ordered for each

    Flag symbol rolled. Sabres order no units orleaders. Ordered units battle with 1 additional die

    the entire turn. Reshuffle the Command carddeck and discard pile. (1 card)

    9. CHAUNCE CARDSWhen presented by his opponent with a Hazzarda Chaunce Command Card, a player must take

    the top card from the Chaunce Cards pack. Theserepresent events outside the normal run of play.

    Most will not be to the players advantage, butsome will be. Some will have good or bad

    consequence for both sides. A number of themare False Alarums, which require no action.

    Some of the Chaunce Cards replace the players

    turn, but in some cases he may still be allowed toplay his normal turn after he has carried out the

    Chaunce Card instructions each card willexplain what is required. In cases where the card

    replaces the normal turn, the player will, in

    addition, be allowed the option to discard 1Command Card from his hand and replace it

    from the deck.

    There are 45 cards.

    A PRINCE AMONG SARJEANTS One ofyour units (dice for which) has taken to heart the

    teachings of its sergeant - so much so that theirstatus goes up by one step immediately. Raw

    become Trained, Trained become Veteran. Thisdoes not affect Militia or Veteran units. You may

    now take your turn as normal.ALL HAIL ST. SWITHUN A freak rainstorm

    wets powder and matches for both sides - noranged combat at all for 2 complete turns - i.e. 2

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    each side). You may now take your turn as

    normal.ARTILLERY HORSES The contractor who

    supplied the horses for your artillery has takenhis animals home. Your artillery cannot move for

    the rest of the day. If you have no artillery, ignorethis card. In any event, you may now take your

    turn as normal.BAD POWDER One of your units of Foot or

    Dragoons (dice for which) has been suppliedwith poor quality gunpowder. They must retire to

    your baseline (you may choose where) and staythere 1 turn without firing, to obtain replacement

    powder & sort out their apostles. You may nowtake your turn as normal.

    CHICKWEED All of your units of Horse(including Dragoons, but this does not affect

    Leaders) have been provided with feedcontaminated with Chickweed, and the horses are

    suffering from colic. Deduct 1 hex from all

    mounted movement for the rest of the day. If youhave no Horse, disregard the card. You may nowtake your turn as normal.

    DAMNED TURNCOTES One of your unitswithin 4 hexes of the enemy (dice if there is a

    choice) has made a secret pact with the enemy,and now changes sides. They may move up to 3

    hexes to join their new comrades. Any attachedLeader will defect along with them. This loss

    gives rise to 1 or more Victory Banners, as

    normal. If you have no units within 4 hexes,ignore this card. Otherwise, th