Napoleonic Units

48
8/19/2019 Napoleonic Units http://slidepdf.com/reader/full/napoleonic-units 1/48 French Line Infantry Map ID code: LN Blocks in Unit: 4 Movement in Hexes: Battle: ! "an#e Fire $tandin#: die per %lock ! "an#e Fire Movin#: dice e&'al to () n'm%er of %locks ro'nd 'p ! Melee and Battle Back: die per %lock* +hen %attlin# a#ainst INF , die Morale: "etreat hex for each -a# French Li#ht Infantry Map ID code: L. Blocks in Unit: 4 Movement in Hexes: and com%at or ) and no com%at Battle: ! "an#e Fire $tandin#: die per %lock/ pl's die ! "an#e Fire Movin#: dice e&'al to () n'm%er of %locks ro'nd 'p/ pl's die ! Melee and Battle Back: die per %lock Morale: "etreat hex for each -a#

Transcript of Napoleonic Units

Page 1: Napoleonic Units

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French Line Infantry

Map ID code: LN

Blocks in Unit: 4

Movement in Hexes:

Battle:

! "an#e Fire $tandin#: die per %lock

! "an#e Fire Movin#: dice e&'al to () n'm%er of %locks ro'nd 'p

! Melee and Battle Back: die per %lock* +hen %attlin# a#ainst INF , die

Morale: "etreat hex for each -a#

French Li#ht Infantry

Map ID code: L.

Blocks in Unit: 4

Movement in Hexes: and com%at or ) and no com%at

Battle:

! "an#e Fire $tandin#: die per %lock/ pl's die

! "an#e Fire Movin#: dice e&'al to () n'm%er of %locks ro'nd 'p/ pl's die

! Melee and Battle Back: die per %lock

Morale: "etreat hex for each -a#

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French 0renadier Infantry

Map ID code: 0"

Blocks in Unit: 4

Movement in Hexes:

Battle:

! "an#e Fire $tandin#: die per %lock

! "an#e Fire Movin#: dice e&'al to () n'm%er of %locks ro'nd 'p

! Melee and Battle Back: die per %lock/ pl's die

Morale: May i#nore -a#/ if 'nit does retreat/ retreat hex for each -a#

French 1ld 0'ard Infantry

Map ID code: 10

Blocks in Unit: 4

Movement in Hexes:

Battle:

! "an#e Fire $tandin#: die per %lock/ pl's die

! "an#e Fire Movin#: dice e&'al to () n'm%er of %locks ro'nd 'p/ pl's die

! Melee and Battle Back: die per %lock/ pl's ) dice

Morale: May i#nore ) -a#s/ if 'nit does retreat/ retreat hex for each -a#

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French 2o'n# 0'ard Infantry

Map ID code: 20

Blocks in Unit: 4

Movement in Hexes: and com%at or ) and no com%at

Battle:

! "an#e Fire $tandin#: die per %lock/ , die

! "an#e Fire Movin#: dice e&'al to () n'm%er of %locks ro'nd 'p/ , die! Melee and Battle Back: die per %lock/ , die

Morale: May i#nore -a#/ if 'nit does retreat/ retreat hex for each -a#

French Militia Infantry

Map ID code: MI

Blocks in Unit: 4

Movement in Hexes:

Battle:

! "an#e Fire $tandin#: die per %lock

! "an#e Fire Movin#: dice e&'al to () n'm%er of %locks ro'nd do3n

! Melee and Battle Back: die per %lock/ no sa%er hits except vs lone leaders

Morale: "etreat hexes for each -a#

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French Li#ht 5avalry

Map ID code: L5

Blocks in Unit: 4

Movement in Hexes:

Battle:

! Melee: die per %lock

Morale: "etreat hex for each -a#

Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery5om%ined 6rms7

French Li#ht Lancer 5avalry

Map ID code: LN5"

Blocks in Unit: 4

Movement in Hexes:

Battle:

! Melee: die per %lock

! 6n ordered Lancer 'nit rerolls all dice 3ith -a# res'lts one time for additional 'nit sym%ol hits/

sa%ers or -a#s a#ainst any defendin# 'nit except 5'irassiers7 8layers m'st note the n'm%er of initial

'nit sym%ol hits/ s3ords and -a#s rolled in the initial melee and add the initial n'm%ers to the

n'm%er of 'nit sym%ol hits/ s3ords and -a#s rolled on the reroll7 .he total n'm%er of 'nit sym%ol

hits/ s3ords and -a#s rolled are then applied to the defendin# 'nit7

! 6 defendin# Lancer 'nit 3ill not reroll -a#s 3hen it is %attlin# %ack7

! +hen a First $trike 5ommand card is played on a Lancer 'nit a Lancer 'nit 3ill reroll -a#s7

Morale: "etreat hex for each -a#

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Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery

5om%ined 6rms

French Heavy 5avalry

Map ID code: H5

Blocks in Unit: 4

Movement in Hexes: )

Battle:

! Melee: die per %lock/ pl's die

Morale: "etreat hex for each -a#

Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery

5om%ined 6rms

French 5'irassier Heavy 5avalry

Map ID code: 5U

Blocks in Unit: 4

Movement in Hexes: )

Battle:

! Melee: die per %lock/ pl's die

Morale: May i#nore -a#/ if 'nit does retreat/ retreat hex for each -a#

Notes:

! May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery 5om%ined

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6rms

! I#nore one hit 3hen attacked in ran#ed com%at %y infantry

! 6 Lancer 'nit 3ill not reroll -a# res'lts 3hen in melee com%at a#ainst 5'irassiers

French 0'ard Heavy 5avalry

Map ID code: 0H5

Blocks in Unit: 4

Movement in Hexes: )

Battle:

! Melee: die per %lock/ pl's die

Morale: May i#nore ) -a#s/ if 'nit does retreat/ retreat hex for each -a#

Notes:

! May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery 5om%ined

6rms

French 0'ard Li#ht 5avalry

Map ID code: 0L5

Blocks in Unit: 4

Movement in Hexes:

Battle:

! Melee: die per %lock

Morale: May i#nore ) -a#s/ if 'nit does retreat/ retreat hex for each -a#

Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery

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5om%ined 6rms

French Foot 6rtillery

Map ID code: F6

Blocks in Unit:

Movement in Hexes: and no com%at

Battle: $ee artillery com%at section in core #ame r'les

Morale: "etreat hex for each -a#

French Horse 6rtillery

Map ID code: H6

Blocks in Unit:

Movement in Hexes: and com%at/ ) hexes no com%at

Battle: $ee artillery com%at section in core #ame r'les

Morale: "etreat hex for each -a#

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French 0'ard Foot 6rtillery

Map ID code: 0F6

Blocks in Unit:

Movement in Hexes: and com%at/ ) hexes no com%at

Battle:

! Melee: die per %lock/ pl's die

Morale: May i#nore ) -a#s/ if 'nit does retreat/ retreat hex for each -a#

French Leader

Map ID code: $tar

Movement in Hexes: if alone* if attached to a 'nit it moves as the 'nit

Battle: If alone/ it may not %attle7 If attached to a 'nit it 3ill modify the n'm%er of dice a 'nit 3ill roll

3hen a Leadership card is played9'nit rolls one additional die

Morale:

! If alone none ;the Leader m'st retreat after s'rvivin# a melee attack/ and 3ill attempt to escape

thro'#h enemy 'nits/ if retreat path is occ'pied %y enemy 'nits<

! .he 'nit a Leader is attached to may i#nore one -a#7 If the 'nit does retreat/ the Leader m'st retreat

3ith the 'nit

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British Line Infantry

Map ID code: LN

Blocks in Unit: 4

Movement in Hexes:

Battle:

! "an#e Fire $tandin#: die per %lock/ , die

! "an#e Fire Movin#: dice e&'al to () n'm%er of %locks ro'nd 'p

! Melee and Battle Back: die per %lockMorale: "etreat hex for each -a#

British Li#ht Infantry

Map ID code: L.

Blocks in Unit: =

Movement in Hexes: and com%at or ) and no com%at

Battle:

! "an#e Fire $tandin#: die per %lock/ pl's die

! "an#e Fire Movin#: dice e&'al to () n'm%er of %locks ro'nd 'p/ pl's die

! Melee and Battle Back: die per %lock

Morale: "etreat hex for each -a#

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British 0renadier Infantry

Map ID code: 0"

Blocks in Unit: 4

Movement in Hexes:

Battle:

! "an#e Fire $tandin#: die per %lock/ , die

! "an#e Fire Movin#: dice e&'al to () n'm%er of %locks ro'nd 'p/ , die

! Melee and Battle Back: die per %lock/ pl's dieMorale: May i#nore -a#/ if 'nit does retreat/ retreat hex for each -a#

British 0'ard 0renadier Infantry

Map ID code: 00

Blocks in Unit: =

Movement in Hexes:

Battle:

! "an#e Fire $tandin#: die per %lock/ pl's die

! "an#e Fire Movin#: dice e&'al to () n'm%er of %locks ro'nd 'p/ pl's die

! Melee and Battle Back: die per %lock/ pl's die

Morale: May i#nore ) -a#s/ if 'nit does retreat/ retreat hex for each -a#

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British "i-e Li#ht Infantry

Map ID code: "L

Blocks in Unit:

Movement in Hexes: and com%at or ) and no com%at

Battle:

! "an#e Fire $tandin#: die per %lock/ , die

! "an#e Fire Movin#: dice e&'al to () n'm%er of %locks ro'nd 'p/ , die

! Melee and Battle Back: die per %lock/ no sa%er hits except vs lone leadersMorale: "etreat hex for each -a#

British Li#ht 5avalry

Map ID code: L5

Blocks in Unit:

Movement in Hexes:

Battle:

! Melee: die per %lock

Morale: "etreat hex for each -a#

Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery

5om%ined 6rms7

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British Heavy 5avalry

Map ID code: H5

Blocks in Unit:

Movement in Hexes: )

Battle:

! Melee: die per %lock/ pl's die

Morale: "etreat hex for each -a#

Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery5om%ined 6rms

French 0'ard Heavy 5avalry

Map ID code: 0H5

Blocks in Unit:

Movement in Hexes: )

Battle:

! Melee: die per %lock/ pl's die

Morale: May i#nore ) -a#s/ if 'nit does retreat/ retreat hex for each -a#

Notes:

! May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery 5om%ined

6rms

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British Foot 6rtillery

Map ID code: F6

Blocks in Unit:

Movement in Hexes: and no com%at

Battle: $ee artillery com%at section in core #ame r'les

Morale: "etreat hex for each -a#

British Horse 6rtillery

Map ID code: H6

Blocks in Unit:

Movement in Hexes: and com%at/ ) hexes no com%at

Battle: $ee artillery com%at section in core #ame r'les

Morale: "etreat hex for each -a#

British Leader

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Map ID code: $tar

Movement in Hexes: if alone* if attached to a 'nit it moves as the 'nit

Battle: If alone/ it may not %attle7 If attached to a 'nit it 3ill modify the n'm%er of dice a 'nit 3ill roll

3hen a Leadership card is played9'nit rolls one additional die

Morale:

! If alone none ;the Leader m'st retreat after s'rvivin# a melee attack/ and 3ill attempt to escape

thro'#h enemy 'nits/ if retreat path is occ'pied %y enemy 'nits<

! .he 'nit a Leader is attached to may i#nore one -a#7 If the 'nit does retreat/ the Leader m'st retreat

3ith the 'nit

8ort'#'ese Line Infantry

Map ID code: LN

Blocks in Unit: 4

Movement in Hexes:

Battle:

! "an#e Fire $tandin#: die per %lock

! "an#e Fire Movin#: dice e&'al to () n'm%er of %locks ro'nd do3n

! Melee and Battle Back: die per %lock

Morale: "etreat hex for each -a#

8ort'#'ese Li#ht Infantry

Map ID code: L.

Blocks in Unit:

Movement in Hexes: and com%at or ) and no com%at

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Battle:

! "an#e Fire $tandin#: die per %lock/ , die

! "an#e Fire Movin#: dice e&'al to () n'm%er of %locks ro'nd do3n/ , die

! Melee and Battle Back: die per %lock

Morale: "etreat hex for each -a#

8ort'#'ese Militia Infantry

Map ID code: MI

Blocks in Unit: 4

Movement in Hexes:

Battle:

! "an#e Fire $tandin#: die per %lock

! "an#e Fire Movin#: dice e&'al to () n'm%er of %locks ro'nd do3n

! Melee and Battle Back: die per %lock/ no sa%er hits except vs lone leaders

Morale: "etreat hexes for each -a#

8ort'#ese Li#ht 5avalry

Map ID code: L5

Blocks in Unit:

Movement in Hexes:

Battle:

! Melee: die per %lock

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Morale: "etreat hex for each -a#

Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery

5om%ined 6rms7

8ort'#'ese Heavy 5avalry

Map ID code: H5

Blocks in Unit:

Movement in Hexes: )

Battle:

! Melee: die per %lock/ pl's die

Morale: "etreat hex for each -a#

Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery

5om%ined 6rms

8ort'#'ese Foot 6rtillery

Map ID code: F6

Blocks in Unit:

Movement in Hexes: and no com%at

Battle: $ee artillery com%at section in core #ame r'les

Morale: "etreat hex for each -a#

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8ort'#'ese Leader

Map ID code: $tar

Movement in Hexes: if alone* if attached to a 'nit it moves as the 'nit

Battle: If alone/ it may not %attle7 If attached to a 'nit it 3ill modify the n'm%er of dice a 'nit 3ill roll

3hen a Leadership card is played9'nit rolls one additional die

Morale:

! If alone none ;the Leader m'st retreat after s'rvivin# a melee attack/ and 3ill attempt to escape

thro'#h enemy 'nits/ if retreat path is occ'pied %y enemy 'nits<

! .he 'nit a Leader is attached to may i#nore one -a#7 If the 'nit does retreat/ the Leader m'st retreat

3ith the 'nit

$panish Line Infantry

Map ID code: $>LN

Blocks in Unit: 4

Movement in Hexes:

Battle:! "an#ed Fire $tandin#: die per %lock

! "an#ed Fire Movin#: dice e&'al to () n'm%er of %locks ro'nded do3n/ min's die

! Melee $tandin# and Battle Back: die per %lock

! Melee Movin#: die per %lock/ min's die

Morale: "etreat ) hexes for each -a#

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$panish Li#ht Infantry

Map ID code: $>L.

Blocks in Unit: =

Movement in Hexes: or ) and no %attle

Battle:

! "an#ed Fire $tandin#: die per %lock

! "an#ed Fire Movin#: dice e&'al to () n'm%er of %locks ro'nded do3n! Melee $tandin# and Battle Back: die per %lock

! Melee Movin#: die per %lock/ min's die

Morale: "etreat ) hexes for each -a#

 

$panish 0renadier Infantry

Map ID code: $>0"

Blocks in Unit: 4

Movement in Hexes:

Battle:! "an#ed Fire $tandin#: die per %lock

! "an#ed Fire Movin#: dice e&'al to () n'm%er of %locks ro'nded do3n

! Melee and Battle Back: die per %lock/ pl's die

Morale: May i#nore -a#/ if 'nit does retreat/ retreat ) hexes for each -a#

 

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$panish Militia Infantry

Map ID code: $>MI

Blocks in Unit: 4

Movement in Hexes:

Battle:

! "an#ed Fire $tandin#: die per %lock

! "an#ed Fire Movin#: dice e&'al to () n'm%er of %locks ro'nded do3n/ min's die

! Melee $tandin# and Battle Back: die per %lock/ no sa%er hits except vs lone leaders

! Melee Movin#: die per %lock/ min's die/ no sa%er hits except vs lone leaders

Morale: "etreat hexes for each -a#

 

$panish Li#ht 5avalry

Map ID code: $>L5

Blocks in Unit:

Movement in Hexes:

Battle ;Melee only<: die per %lock

Morale: "etreat ) hexes for each -a#

Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery

5om%ined 6rms

 

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$panish Heavy 5avalry

Map ID code: $>H5

Blocks in Unit:

Movement in Hexes: )

Battle ;Melee only<: die per %lock/ pl's die

Morale: "etreat ) hexes for each -a#

Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery

5om%ined 6rms

 

$panish 5'irassier Heavy 5avalry

Map ID code: $>5U

Blocks in Unit:

Movement in Hexes: )

Battle ;Melee only<: die per %lock/ pl's die

Morale: May i#nore -a#/ if 'nit does retreat/ retreat ) hexes for each -a#

Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery

5om%ined 6rms

I#nore one hit 3hen attacked in ran#ed com%at %y infantry

Lancers do not re>roll -a# res'lts

 

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$panish Foot 6rtillery

Map ID code: $>F6

Blocks in Unit:

Movement in Hexes: and no %attle

Battle: $ame as French/ British or 8ort'#'ese artillery7 $ee standard r'le %ooklet7

Morale: "etreat hexes for each -a#

 

$panish Leader

Map ID code: $tar

Movement in Hexes: if alone* if attached to a

'nit it moves as the 'nit does7

Battle: If alone/ it may not %attle7 If attached to a 'nit it 3ill modify the n'm%er of dice a 'nit 3ill roll

3hen a Leadership card is played9'nit rolls one additional die7

Morale:

! If alone none ;m'st retreat after s'rvivin# a melee attack/ and 3ill attempt to escape thro'#h

enemy 'nits/ if retreat path is occ'pied %y enemy 'nits<7

! Unit Leader is attached to may i#nore one -a#/ if 'nit does retreat Leader m'st retreat 3ith 'nit7

 

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French Li#ht Lancer 5avalry

Map ID code: LN5"

Blocks in Unit: 4

Movement in Hexes:

Battle ;Melee only<: die per %lock7 1rdered Lancer 'nits reroll all dice 3ith -a# res'lts one time for

additional 'nit hits/

sa%ers or -a#s a#ainst any defendin# 'nit except 5'irassiers7

Note the n'm%er of initial -a#s rolled in the initial melee and add this n'm%er to the n'm%er of -a#s

rolled on the re>roll7 .otal n'm%er of -a#s rolled/ pl's all 'nit hits and sa%ers rolled are then applied

to the defendin# 'nit7 Defendin# Lancers do not re>roll -a#s 'nless a First $trike 5ommand card is

played7

Morale: "etreat hex for each -a#

Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery

5om%ined 6rms

 

French Li#ht 0'ard 5avalry

Map ID code: 0L5

Blocks in Unit: 4

Movement in Hexes:

Battle ;Melee only<: die per %lock

Morale: May i#nore ) -a#s/ if 'nit does retreat/ retreat hex for each -a#

Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery

5om%ined 6rms7

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"'ssian Line Infantry

Map ID code: LN

Blocks in Unit:

Movement in Hexes:

Battle:

! "an#e $tandin#: die per %lock

! "an#e Movin#: dice e&'al to () n'm%er of %locks ro'nd 'p

! Melee and Battle Back: die per %lock

Morale: May i#nore -a#/ if 'nit does retreat/ retreat hex for each -a#

"'ssian Li#ht Infantry

Map ID code: L.

Blocks in Unit:

Movement in Hexes: and com%at or ) and no com%at

Battle:

! "an#e $tandin#: die per %lock/ pl's die

! "an#e Movin#: dice e&'al to () n'm%er of %locks ro'nd 'p/ pl's die

! Melee and Battle Back: die per %lock

Morale: May i#nore -a#/ if 'nit does retreat/ retreat hex for each -a#

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"'ssian 0renadier Infantry

Map ID code: 0"

Blocks in Unit: 4

Movement in Hexes:

Battle:

! "an#e $tandin#: die per %lock

! "an#e Movin#: dice e&'al to () n'm%er of %locks ro'nd 'p

! Melee and Battle Back: die per %lock/ pl's die

Morale: May i#nore -a#/ if 'nit does retreat/ retreat hex for each -a#

"'ssian 0'ard Li#ht Infantry

Map ID code: 0L.

Blocks in Unit: 4

Movement in Hexes: and com%at or ) and no com%at

Battle:

! "an#e $tandin#: die per %lock/ pl's die

! "an#e Movin#: dice e&'al to () n'm%er of %locks ro'nd 'p/ pl's die

! Melee and Battle Back: die per %lock

Morale: May i#nore ) -a#s/ if 'nit does retreat/ retreat hex for each -a#

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"'ssian 0'ard 0renadier Infantry

Map ID code: 00

Blocks in Unit: 4

Movement in Hexes:

Battle:

! "an#e $tandin#: die per %lock/ pl's die

! "an#e Movin#: dice e&'al to () n'm%er of %locks ro'nd 'p/ pl's die

! Melee and Battle Back: die per %lock/ pl's die

Morale: May i#nore ) -a#s/ if 'nit does retreat/ retreat hex for each -a#

"'ssian Militia Infantry

Map ID code: MI

Blocks in Unit: 4

Movement in Hexes:

Battle:

! "an#e $tandin#: die per %lock

! "an#e Movin#: dice e&'al to () n'm%er of %locks ro'nd do3n

! Melee $tandin# and Battle Back: die per %lock/ no sa%er hits except vs lone leaders

Morale: "etreat hexes for each -a#

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"'ssian Li#ht 5avalry

Map ID code: L5

Blocks in Unit: 4

Movement in Hexes:

Battle:

! Melee: die per %lock

Morale: "etreat hex for each -a#

Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery

5om%ined 6rms

"'ssian Heavy 5avalry

Map ID code: H5

Blocks in Unit: 4

Movement in Hexes: )

Battle:

! Melee: die per %lock/ pl's die

Morale: "etreat hex for each -a#

Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery

5om%ined 6rms

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"'ssian 5'irassier Heavy 5avalry

Map ID code: 5U

Blocks in Unit: 4

Movement in Hexes: )

Battle:

! Melee: die per %lock/ pl's die

Morale: May i#nore -a#/ if 'nit does retreat/ retreat hex for each -a#

Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery

5om%ined 6rms7 I#nore one hit 3hen attacked in ran#ed com%at %y infantry

"'ssian 0'ard Li#ht 5avalry

Map ID code: 0L5

Blocks in Unit: 4

Movement in Hexes:

Battle:

! Melee: die per %lock

Morale: May i#nore ) -a#s/ if 'nit does retreat/ retreat hex for each -a#

Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery

5om%ined 6rms

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"'ssian 0'ard Heavy 5avalry

Map ID code: 0H5

Blocks in Unit: ?

Movement in Hexes: )

Battle:

! Melee: die per %lock/ pl's die

Morale: May i#nore ) -a#s/ if 'nit does retreat/ retreat hex for each -a#

Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery

5om%ined 6rms

"'ssian Li#ht 5ossack 5avalry

Map ID code: 51$

Blocks in Unit: )

Movement in Hexes:

Battle:

! Melee: die per %lock/ no sa%er hits except vs lone leaders

! Unit 3ill i#nore forest terrain melee com%at dice red'ction

Morale: "etreat hex for each -a#

Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery

5om%ined 6rms7 +hen 'nit is eliminated/ 'nit does not co'nt as a @ictory %anner

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"'ssian Foot 6rtillery

Map ID code: F6

Blocks in Unit:

Movement in Hexes: and no com%at

Battle: $ee artillery com%at section in core #ame r'les

Morale: "etreat hex for each -a#

"'ssian Horse 6rtillery

Map ID code: H6

Blocks in Unit:

Movement in Hexes: and com%at/ ) hexes no com%at

Battle: $ee artillery com%at section in core #ame r'les

Morale: "etreat hex for each -a#

"'ssian 0'ard Foot 6rtillery

Map ID code: 0F6

Blocks in Unit:

Movement in Hexes: and no com%at

Battle: $ee artillery com%at section in core #ame r'les

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Morale: May i#nore ) -a#s/ if 'nit does retreat/ retreat hex for each -a#

"'ssian Leader

Map ID code: $tar

Movement in Hexes: if alone* if attached to a 'nit it moves as the 'nit7

Battle: If alone/ it may not %attle7 If attached to a 'nit it 3ill modify the n'm%er of dice a 'nit 3ill roll

3hen a Leadership card is played9'nit rolls one additional die

Morale:

! If alone none ;m'st retreat after s'rvivin# a melee attack/ and 3ill attempt to escape thro'#h

enemy 'nits/ if retreat path is occ'pied %y enemy 'nits<

! .he 'nit/ a Leader is attached to/ may i#nore one -a#/ if 'nit does retreat/ Leader m'st retreat 3ith

'nit7

6'strian Line Infantry

Map ID code: LN

Blocks in Unit: =

Movement in Hexes: +hen 6'strian Line Infantry 'nit is ordered %y a Force March or Bayonet 5har#e 5ommand card/ the

'nit may only move a maxim'm of hex7

Battle:

! "an#e $tandin#: die per %lock

! "an#e Movin#: dice e&'al to () n'm%er of %locks ro'nd do3n

! Melee and Battle Back: die per %lock

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Morale: "etreat ) hexes for each -a#

Notes: 6n 6'strian line infantry 'nit 3ill form a solid s&'are/ called a %attalion mass7 .o form a s&'are

does not re&'ire a 5ommand card to %e placed on the 6'strian Infantry in $&'are track ;see $ection 4

%elo3<7

 

6'strian Li#ht Infantry

Map ID code: L.

Blocks in Unit: 4

Movement in Hexes: and com%at or ) and no com%at

Battle:

! "an#e $tandin#: die per %lock/ pl's die

! "an#e Movin#: dice e&'al to A n'm%er of %locks ro'nd

do3n/ pl's die

! Melee and Battle Back: die per %lock

Morale: "etreat hex for each -a#

Note: .he 6'strian Li#ht Infantry 'nits represent the %attalions of ae#er ;h'nter< li#ht infantry7

 

6'strian 0renCer Li#ht Infantry

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Map ID code: 0"

Blocks in Unit: 4

Movement in Hexes: and com%at or ) and no com%at

Battle:

! "an#e $tandin#: die per %lock/ pl's die

! "an#e Movin#: dice e&'al to A n'm%er of %locks ro'nd do3n/ pl's die

! Melee and Battle Back: die per %lock/ no sa%er hits except vs lone leaders

Morale: "etreat ) hexes for each -a#

Note: .he 0renCer 'nits 3ere the li#ht re#iments traditionally stationed on the H'n#arian frontier to

prevent inc'rsions from the 1ttoman Empire in the Balkans7

6'strian 0renadier Infantry

Map ID code: 0"

Blocks in Unit: 4

Movement in Hexes:

Battle:

! "an#e $tandin#: die per %lock/ pl's die

! "an#e Movin#: dice e&'al to A n'm%er of %locks ro'nd do3n/ pl's die

! Melee and Battle Back: die per %lock/ pl's die

Morale: May i#nore -a#/ if 'nit does retreat/ retreat hex for each -a#

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6'strian Militia Infantry

Map ID code: MI

Blocks in Unit: 4

Movement in Hexes:

+hen an 6'strian Militia Infantry 'nit is ordered %y a Force March or Bayonet 5har#e 5ommand card/

the 'nit may only move a maxim'm of hex7

Battle:

! "an#e $tandin#: die per %lock

! "an#e Movin#: dice e&'al to A n'm%er of %locks ro'nd do3n

! Melee $tandin# and Battle Back: die per %lock/ no sa%er hits except vs lone leaders

Morale: "etreat hexes for each -a#7

6ny 6'strian infantry 'nit that moves one or more hexes and en#a#es in ran#ed com%at/ %attle 3ith

one>half the n'm%er of %locks ro'ndin# do3n7 ;= and 4 %locks )/ and ) %locks / %lock <7

Li#ht/ 0renCer and 0renadier 'nits 3ill add one die to the total n'm%er of dice allo3ed to roll7

1n charts there is a %old typo: 6'strian Militia are G'st like other nations in ran#e re7 .hey have a

ran#e of ) hexes7

6'strian Li#ht 5avalry

Map ID code: L5

Blocks in Unit: 4

Movement in Hexes:

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Battle:

! Melee: die per %lock

Morale: "etreat hex for each -a#

Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery

5om%ined 6rms

6'strian Li#ht Lancer 5avalry

Map ID code: LN5"

Blocks in Unit: 4

Movement in Hexes:

Battle:

! Melee: die per %lock

! 6n ordered Lancer 'nit rerolls all dice 3ith -a# res'lts one time for additional 'nit sym%ol hits/

sa%ers or -a#s a#ainst any defendin# 'nit except 5'irassiers7 8layers m'st note the n'm%er of initial

hits and -a#s rolled in the initial melee and add the initial n'm%ers to the n'm%er of hits and -a#s

rolled on the reroll7 .he total n'm%er of hits and -a#s rolled are then applied to the defendin# 'nit7 6

defendin# Lancer 'nit 3ill not reroll -a#s 3hen it is %attlin# %ack7 +hen a First $trike 5ommand card

is played on a Lancer 'nit a Lancer 'nit 3ill reroll -a#s7

Morale: "etreat hex for each -a#

Note: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery5om%ined 6rms

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6'strian Heavy 5avalry

Map ID code: H5

Blocks in Unit: 4

Movement in Hexes: )

Battle:

! Melee: die per %lock/ pl's die

Morale: "etreat hex for each -a#

Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery

5om%ined 6rms

6'strian 5'irassier Heavy 5avalry

Map ID code: 5U

Blocks in Unit: 4

Movement in Hexes: )

Battle:

! Melee: die per %lock/ pl's die

Morale: May i#nore -a#/ if 'nit does retreat/ retreat hex for each -a#

Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery

5om%ined 6rms7 I#nore one hit 3hen attacked in ran#ed com%at %y infantry

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6'strian Foot 6rtillery

Map ID code: F6

Blocks in Unit:

Movement in Hexes: and no com%at

Battle: $ee artillery com%at section in core #ame r'les

Morale: "etreat hex for each -a#

6'strian Horse 6rtillery

Map ID code: H6

Blocks in Unit:

Movement in Hexes: and com%at/ ) hexes no com%at

Battle: $ee artillery com%at section in core #ame r'les

Morale: "etreat hex for each -a#

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6'strian Leader

Map ID code: $tar

Movement in Hexes: if alone* if attached to a 'nit it moves as the 'nit7

Battle: If alone/ it may not %attle7 If attached to a 'nit it 3ill modify the n'm%er of dice a 'nit 3ill roll

3hen a Leadership card is played9'nit rolls one additional die

Morale:

! If alone none ;m'st retreat after s'rvivin# a melee attack/ and 3ill attempt to escape thro'#h

enemy 'nits/ if retreat path is occ'pied %y enemy 'nits<

! .he 'nit/ a Leader is attached to/ may i#nore one -a#/ if 'nit does retreat/ Leader m'st retreat 3ith

'nit7

8r'ssian Line Infantry

Map ID code: LN

Blocks in Unit: 4

Movement in Hexes:

Battle:

! "an#e Fire $tandin#: die per %lock

! "an#e Fire Movin#: dice e&'al to () n'm%er of %locks ro'nd do3n

! Melee and Battle Back: die per %lock

+hen 8r'ssian Line Infantry 'nit does not move or the 'nit is %attlin# %ack/ roll additional die in

melee

Morale: "etreat hex for the rst -a# and ) hexes for each additional -a#

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Notes: .he 8r'ssian Line Infantry 'nit dont #et the , die 3hen 'sin# the JFirst $trikeK 5ommand

5ard7

8r'ssian Li#ht Infantry

Map ID code: L.

Blocks in Unit: 4

Movement in Hexes: and com%at or ) and no com%at

Battle:! "an#e Fire $tandin#: die per %lock/ pl's die

! "an#e Fire Movin#: dice e&'al to () n'm%er of %locks ro'nd do3n/ pl's die

! Melee and Battle Back: die per %lock

Morale: "etreat hex for each -a#

8r'ssian 0renadier Infantry

Map ID code: 0"

Blocks in Unit: 4

Movement in Hexes:

Battle:

! "an#e Fire $tandin#: die per %lock

! "an#e Fire Movin#: dice e&'al to () n'm%er of %locks ro'nd do3n

! Melee and Battle Back: die per %lock/ pl's die

Morale: May i#nore -a#/ if 'nit does retreat/ retreat hex for each -a#

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8r'ssian 0'ard 0renadier Infantry

Map ID code: 00

Blocks in Unit: 4

Movement in Hexes:

Battle:

! "an#e Fire $tandin#: die per %lock/ pl's die! "an#e Fire Movin#: dice e&'al to () n'm%er of %locks ro'nd do3n/ pl's die

! Melee and Battle Back: die per %lock/ pl's die

Morale: May i#nore ) -a#s/ if 'nit does retreat/ retreat hex for each -a#

8r'ssian "eserve Infantry

Map ID code: "I

Blocks in Unit: 4

Movement in Hexes:

Battle:! "an#e Fire $tandin#: die per %lock

! "an#e Fire Movin#: dice e&'al to () n'm%er of %locks ro'nd do3n

! Melee and Battle Back: die per %lock

Morale: "etreat ) hexes for each -a#

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8r'ssian Militia Infantry

Map ID code: MI

Blocks in Unit: 4

Movement in Hexes:

Battle:

! "an#e Fire $tandin#: die per %lock

! "an#e Fire Movin#: dice e&'al to () n'm%er of %locks ro'nd do3n

! Melee and Battle Back: die per %lock/ no sa%er hits except vs lone leadersMorale: "etreat hexes for each -a#

6 8r'ssian infantry 'nit that moves one or more hexes and en#a#es in ran#ed com%at/ %attle 3ith

one>half the n'm%er of %locks o'ndin# do3n7 ;4 %locks )/ and ) %locks / %lock <

8r'ssian Li#ht 5avalry

Map ID code: L5

Blocks in Unit:

Movement in Hexes:

Battle:

! Melee: die per %lock

Morale: "etreat hex for each -a#

Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery

5om%ined 6rms7

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8r'ssian Li#ht Lancer 5avalry

Map ID code: LN5"

Blocks in Unit:

Movement in Hexes:

Battle:

! Melee: die per %lock

! 6n ordered Lancer 'nit rerolls all dice 3ith -a# res'lts one time for additional 'nit sym%ol hits/

sa%ers or -a#s a#ainst any defendin# 'nit except 5'irassiers7 8layers m'st note the n'm%er of initial

'nit sym%ol hits/ s3ords and -a#s rolled in the initial melee and add the initial n'm%ers to the

n'm%er of 'nit sym%ol hits/ s3ords and -a#s rolled on the reroll7 .he total n'm%er of 'nit sym%ol

hits/ s3ords and -a#s rolled are then applied to the defendin# 'nit7

! 6 defendin# Lancer 'nit 3ill not reroll -a#s 3hen it is %attlin# %ack7

! +hen a First $trike 5ommand card is played on a Lancer 'nit a Lancer 'nit 3ill reroll -a#s7

Morale: "etreat hex for each -a#

Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery

5om%ined 6rms

8r'ssian Heavy 5avalry

Map ID code: H5

Blocks in Unit:

Movement in Hexes: )

Battle:

! Melee: die per %lock/ pl's die

Morale: "etreat hex for each -a#

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Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery

5om%ined 6rms

8r'ssian 5'irassier Heavy 5avalry

Map ID code: 5U

Blocks in Unit:

Movement in Hexes: )

Battle:

! Melee: die per %lock/ pl's die

Morale: May i#nore -a#/ if 'nit does retreat/ retreat hex for each -a#

Notes:

! May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery 5om%ined

6rms

! I#nore one hit 3hen attacked in ran#ed com%at %y infantry

! 6 Lancer 'nit 3ill not reroll -a# res'lts 3hen in melee com%at a#ainst 5'irassiers

8r'ssian Militia Lancer 5avalry

Map ID code: MLN5"

Blocks in Unit:

Movement in Hexes:

Battle:

! Melee: die per %lock

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! No sa%er hits except initial sa%er hits or sa%er hits on -a# re>rolls vs lone leaders

! 6n ordered Militia Lancer 'nit rerolls all dice 3ith -a# res'lts one time for additional 'nit sym%ol hits

or -a#s a#ainst any defendin# 'nit except 5'irassiers7 8layers m'st note the n'm%er of initial sym%ol

hits and -a#s rolled in the initial melee and add the initial n'm%ers to the n'm%er of 'nit sym%ol hits

and -a#s rolled on the reroll7 .he total n'm%er of 'nit sym%ol hits and -a#s rolled are then applied to

the defendin# 'nit7

! 6 defendin# Militia Lancer 'nit 3ill not reroll -a#s 3hen it is %attlin# %ack7

! +hen a First $trike 5ommand card is played on a Militia Lancer 'nit a Militia Lancer 'nit 3ill reroll

-a#s7

Morale: "etreat hexes for each -a#

Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery

5om%ined 6rms

8r'ssian Foot 6rtillery

Map ID code: F6

Blocks in Unit:

Movement in Hexes: and no com%at

Battle: $ee artillery com%at section in core #ame r'les

Morale: "etreat hex for each -a#

8r'ssian Horse 6rtillery

Map ID code: H6

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Blocks in Unit:

Movement in Hexes: and com%at/ ) hexes no com%at

Battle: $ee artillery com%at section in core #ame r'les

Morale: "etreat hex for each -a#

8r'ssian Leader

Map ID code: $tar

Movement in Hexes: if alone* if attached to a 'nit it moves as the 'nit

Battle: If alone/ it may not %attle7 If attached to a 'nit it 3ill modify the n'm%er of dice a 'nit 3ill roll

3hen a Leadership card is played9'nit rolls one additional die

Morale:

! If alone none ;the Leader m'st retreat after s'rvivin# a melee attack/ and 3ill attempt to escape

thro'#h enemy 'nits/ if retreat path is occ'pied %y enemy 'nits<

! .he 'nit a Leader is attached to may i#nore one -a#7 If the 'nit does retreat/ the Leader m'st retreat

3ith the 'nit

French Li#ht Lancer 5avalry

Map ID code: LN5"

Blocks in Unit: 4

Movement in Hexes:

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Battle:

! Melee: die per %lock

! 6n ordered Lancer 'nit rerolls all dice 3ith -a# res'lts one time for additional 'nit sym%ol hits/

sa%ers or -a#s a#ainst any defendin# 'nit except 5'irassiers7 8layers m'st note the n'm%er of initial

'nit sym%ol hits and -a#s rolled in the initial melee and add the initial n'm%ers to the n'm%er of 'nit

sym%ol hits and -a#s rolled on the reroll7 .he total n'm%er of hits and -a#s rolled are then applied to

the defendin# 'nit7

! 6 defendin# Lancer 'nit 3ill not reroll -a#s 3hen it is %attlin# %ack7

! +hen a First $trike 5ommand card is played on a Lancer 'nit a Lancer 'nit 3ill reroll -a#s7

Morale: "etreat hex for each -a#

Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery

5om%ined 6rms

French 0'ard Li#ht 5avalry

Map ID code: 0L5

Blocks in Unit: 4

Movement in Hexes:

Battle:

! Melee: die per %lock

Morale: May i#nore ) -a#s/ if 'nit does retreat/ retreat hex for each -a#

Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery

5om%ined 6rms

"'ssian Li#ht Lancer 5avalry

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Map ID code: LN5"

Blocks in Unit: 4

Movement in Hexes:

Battle:

! Melee: die per %lock

! 6n ordered Lancer 'nit rerolls all dice 3ith -a# res'lts one time for additional 'nit sym%ol hits/

sa%ers or -a#s a#ainst any defendin# 'nit except 5'irassiers7 8layers m'st note the n'm%er of initial

'nit sym%ol hits/ s3ords and -a#s rolled in the initial melee and add the initial n'm%ers to the

n'm%er of 'nit sym%ol hits/ s3ords and -a#s rolled on the reroll7 .he total n'm%er of 'nit sym%ol

hits/ s3ords and -a#s rolled are then applied to the defendin# 'nit7

! 6 defendin# Lancer 'nit 3ill not reroll -a#s 3hen it is %attlin# %ack7

! +hen a First $trike card is played on a Lancer 'nit/ the Lancer 'nit 3ill reroll -a#s7

Morale: "etreat hex for each -a#

Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery

5om%ined 6rms

"'ssian Militia Li#ht Lancer 5avalry

Map ID code: MLN5"

Blocks in Unit: 4

Movement in Hexes:

Battle:

! Melee: die per %lock

! No sa%er hits except initial sa%er hits or sa%er hits on -a# re>rolls vs lone Leaders7

! 6n ordered Militia Lancer 'nit rerolls all dice 3ith -a# res'lts one time for additional 'nit sym%ol hits

or -a#s a#ainst any defendin# 'nit except 5'irassiers7 8layers m'st note the n'm%er of initial sym%ol

hits and -a#s rolled in the initial melee and add the initial n'm%ers to the n'm%er of 'nit sym%ol hits

and -a#s rolled on the reroll7 .he total n'm%er of 'nit sym%ol hits and -a#s rolled are then applied to

the defendin# 'nit7

! 6 defendin# Militia Lancer 'nit 3ill not reroll -a#s 3hen it is %attlin# %ack7

! +hen a First $trike card is played on a Militia Lancer 'nit/ the Militia Lancer 'nit 3ill reroll -a#s7

Morale: "etreat hexes for each -a#

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Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery

5om%ined 6rms

General rule for all Lancer units: Until this expansion/ First $trike cards 3ere part of the 5ommand

deck/ %'t no3 have %een moved to the .actician deck7 +hen playin# %attles 'sin# the 0M. deck of 

5ommand cards and .actician cards make a mental note that First $trike cards are no lon#er5ommand cards/ %'t .actician cards instead7

"'les(F6 for First $trike and $hort $'pply ;3hich are no3 a part of the tactician deck< remain the

same/ no chan#es7 It is G'st a reminder7

Richard Borg, June, 11 - 2015

British "ocket Battery

Map ID code: "B

Blocks in Unit: Movement in Hexes: or ) hexes and no com%at

Battle:

! 6n ordered "ocket Battery 'nit/ 3hich does not move/ may tar#et an enemy 'nit = or fe3er hexes

a3ay in any direction7

! In ran#ed com%at/ a "ocket Battery does not re&'ire line of si#ht to tar#et an enemy 'nit7

! In ran#ed com%at/ terrain does not red'ce the n'm%er of dice7

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! In ran#ed com%at/ a "ocket Battery al3ays rolls ) dice 'nless increased %y an appropriate .actician

card7

! In ran#ed com%at/ to score a hit on the tar#et 'nit ) icons of the tar#et 'nit m'st %e rolled7

! In ran#ed com%at/ the enemy tar#et 'nit may not i#nore -a#s rolled a#ainst it for any reason7

! In ran#ed com%at/ ) sa%er icons rolled 3ill score a hit on the "ocket Battery 'nit7

! +hen tar#eted in ran#ed com%at/ the "ocket Battery takes one hit for each artillery icon rolled7

! .he n'm%er of dice a "ocket Battery %attles 3ith is not red'ced 3hen the 'nit only has one %lock7

! 6 "ocket Battery may not perform a com%ined arms attack7

! In melee a "ocket Battery follo3s the same r'les as a Horse 6rtillery 'nit7

! In melee a "ocket Battery %attles 3ith ) dice7

Morale: "etreat hex for each -a#

HI$.1"I56L N1.E: Napoleonic era rockets 3ere a novelty/ often inspirin# fear ;mandatory tar#et 'nit

retreat on any -a#s rolled</ %'t in-ictin# little dama#e ;t3o tar#et 'nit icons re&'ired for one hit on a

tar#et 'nit<7 In addition to %ein# 'npredicta%le in -i#ht/ rockets 3ere prone to explode 'pon la'nch

;the o3nin# players "ocket Battery takes one hit 3hen the t3o rocket dice rolled are %oth sa%ers<7

"'les N1.E: .he "ocket Battery is not a kind of 6rtillery/ so all r'les and cards ;.actician and

5ommand< 3hich refers explicit to 6rtillery did not apply to a "ocket Battery7 $ee F6O

;"ichard Bor#* )= > Novem%er > =<

French 0'ard Horse 6rtillery

Map ID code: 0H6

Blocks in Unit:

Movement in Hexes: and com%at/ ) hexes no com%at

Battle: $ee Horse 6rtillery com%at sections in core #ame r'les

Morale: May i#nore ) -a#s/ if 'nit does retreat/ retreat hex for each -a#