Current Rules

This page shows the most current version of the rules. Now showing Rules v1.1

Game Setup
Game is played on a gridded surface. 
Players roll for first placement of units. Unless scenario or terrain precludes, units will be placed in the back two rows, and not in an exterior column.

Turn Progression
Determine Initiative, Move, Ranged Attack, Close Combat, Remove units

Initiative
At the beginning of the game, players roll to determine who has the first move, unless a scenario dictates otherwise. Generally the attacker will have the first move.
At the beginning of a game-turn both players roll a D6, the player with the highest roll plays their player-turn first. The number rolled represents the number of units that the player may move on his/her turn. After both players have played their player-turns another game-turn begins by rolling to determine which player begins their player-turn first.

Movement Rules
1. All movement occurs through the side of tiles, not the corners.
2. Units may only move only once per turn.
3. Units that will fire this turn reduce movement by 1 tile.
4. Units may change direction any number of times during a movement, but must end their turn facing only 1 side of a tile.
5. Units may not start or end a turn in the same tile as another unit. (Exception: Commanders may share a tile with any unit, attaching themselves to that unit)
6. If in the course of movement a unit moves into a tile adjacent to an enemy-occupied table, it must turn stop and turn to face the enemy. If the tile is adjacent to two enemy occupied tiles, the moving player will choose which enemy to face. Close Combat will then ensue.
7. Only cavalry may move through a tile occupied by a friendly unit. 

Infantry Ranged Attack
1. Units may only fire once per turn
2. Units may only fire at units that are in range.
3. Firing unit must have line of sight to target unit.
4. May fire 1 tile into woods or built-up areas.
5. May fire out of woods or built-up areas, provided firing unit is on the edge of the woods or built-up area.

Process:
1. Identify firing and target units.
2. Confirm ranged attack is valid.
3. Firing unit rolls two D6.
4. Using Unit Data, determine number of hits.


Modifiers
+1: Commander Attached/Adjacent,
-1: Target in cover

Artillery Ranged Attack
1. Units may only fire once per turn.
2. Units who have moved may not fire.
3. Units may only fire at units that are in range.
4. Firing unit must have line of sight to target unit.
5. May fire 1 tile into woods or built-up areas.
6. May not fire out of woods or built-up areas.

Process:
1. Identify firing and target units.
2. Confirm ranged attack is valid.
3. Firing unit rolls two D6.
4. Using Unit Data, determine number of hits.



Modifiers
+1: Commander Attached/Adjacent, Fired into same tile last turn
-1: Target in cover

Close Combat
1. A unit moving into a tile adjacent to an enemy unit must immediately stop, face the enemy unit, and engage in close combat.
2. A rear or flank attack is made directly to the side or rear of an enemy unit.
3. A unit who starts a turn having been engaged in close combat in the opponents turn, may withdraw from close combat, but in choosing so may not attack the unit with which it was in close combat with during the last turn.
4. Cavalry may withdraw one tile from any incoming infantry attack if it so chooses. 
5. Any attacking unit may move to occupy a tile faceted by the destruction or retreat of an enemy unit, even if it has already exhausted it's movement. 

Process:
1. Identify attacking and defending units.
2. Confirm attack is valid.
3. Attacking unit rolls two D6.
4. Using Unit Data, determine number of hits.


Modifiers
+1: Adjacent/Attached Commander, Flank/Rear Attack, Attacking Downhill
-1: Attacking uphill, attacking into forest/built-up area


Resolving Hits
After the attacking player determines how many hits the target sustained in the attack, the defending player rolls 1 D6 per enemy unit which scored a hit against it to determine the impact of the attack. If any of the dice rolled in resolving hits indicate a retreat, the unit is obligated to retreat else it sustains an additional damage.  Units may not retreat more than 1 tile.  Retreat with -1 Damage rolls are additive.  Elite units with competent officers were more likely to remove themselves from battle, whereas inexperienced officers often misread the situation, resulting in higher casualties.
Infantry units are given 6 strength points.  Cavalry are given 4 strength points.  Artillery are given 3 strength points.  Units are removed from play when all strength points have been counted against with hits. 

Definitions
Line-of-sight (LOS): Ranged units need to be able to see their targets. LOS should be measured from the center of one tile to the center of another. Certain types of terrain obstruct LOS

Terrain
Hill: Reduces movement by 1 tile, Units on edge of hill area facing enemy may be seen, but hill blocks LOS behind.
Rough/Field: Provides cover to light infantry. Reduces cavalry movement by 1. 
Forest: Only Infantry may enter forest. Provides cover. Reduces movement to 1 tile. Blocks LOS behind, but units on edge of forest facing enemy can be seen. Infantry may fire out of forest if on edge of forest, but ranged attacks into forest must only be done in adjacent tiles. 
Built-Up-Area: Only Infantry may occupy a built-up-area. Built-Up-Area provides 360 degree range of fire. Provides Cover. Blocks LOS behind. 
River: Impassable except at bridges or fords.
Swamps: Impassable
Mountain: Impassable, Blocks LOS

Unit Types
Line Infantry: The standard infantry unit of the day. Soldiers stand shoulder to shoulder armed with muskets and bayonets. Line infantry soldiers are well drilled but many do not receive the training required to be proficient marksmen. 

Light Infantry: Most national armies organized their best shooting soldiers into light infantry units. They fight in loose formation or skirmish formation, enabling them to find more cover from the terrain and move rapidly across the field. Their loose formation does reduce their melee combat ability.
Cavalry: Armed with sabers or lances, cavalry are very fast and can be devastating to enemy formations. Keeping enemy cavalry out of the army’s flank can be difficult, but is essential to effective maneuver. 
Artillery: As cannons became more mobile and accurate, they earned a permanent position in armies. Capable of devastating attacks at very long ranges, eliminating enemy artillery should be a priority of any commander.

Unit Data


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