| Phase | What Happens |
|---|---|
| 1 Command | Generate CA; resolve Command Confusion / Flow. |
| 2 Initiative | Roll Initiative; winner chooses first or second activation. |
| 3 Activation | Broken movement, skirmish deployment, charge windows, alternating actions. |
| 4 Combat | Resolve charges/melees; apply retreats, state changes, casualties. |
| 5 Morale | Resolve Forced Retreat, Negative Proximity, scenario morale. |
| 6 End | Rally, Worn recovery, Army Morale, victory, remove turn-only markers. |
| Army Quality | ACR |
|---|---|
| Poor | -1 |
| Average | 0 |
| Good | +1 |
| Excellent | +2 |
| Commander | CR / Range |
|---|---|
| Poor | -1 / -1" |
| Average | 0 / 0 |
| Good | +1 / +1" |
| Excellent | +2 / +2" |
| Unit / Formation | Move | Unit / Formation | Move |
|---|---|---|---|
| Commander | 10" | Infantry Line | 6" |
| Infantry Column | 10" | Infantry Square | 2" |
| Infantry Open Order | 12" | Light Cav Line | 14" |
| Light Cav Col/Open | 16"/18" | Medium Cav Line | 11" |
| Medium Cav Col/Open | 13"/15" | Heavy Cav Line | 8" |
| Heavy Cav Col/Open | 10"/12" | Horse / Foot Art limbered | 8"/4" |
| Step | Procedure |
|---|---|
| 1 | Continued Broken Movement. |
| 2 | Skirmisher Deployment. |
| 3 | Movement Charge Step. |
| 4 | Alternating Activations. |
| 5 | Fire Charge Step. |
| 6 | End of Activations. |
| Item | Rule |
|---|---|
| Initiative | 1D6 + sum of eligible commander CR modifiers. |
| Winner | Chooses whether to activate first or second. |
| Ties | Compare highest CR commanders, then next; if still tied, reroll Initiative die. |
| NCM | Once per game; declare before roll. May modify Initiative, fire, charge/melee, Rally, Morale, or Commander Casualty roll. |
| Nation | NCM | Nation | NCM |
|---|---|---|---|
| France pre/post 1812 | +3/+2 | Britain | +2 |
| Prussia pre/post 1806 | 0/+2 | Russia pre/post 1812 | 0/+1 |
| Portugal | +1 | Austria pre/post 1809 | 0/+1 |
| Spain | 0 |
| Formation | Key Effects |
|---|---|
| Infantry Line | +1 fire; +1 receiving charge. |
| Infantry Column | Faster; +1 charging; -1 firing; target in Column +1. |
| Square | +3 vs cavalry; -2 firing; 2" move. |
| Open Order | Skirmish posture; harder artillery/fire target; cannot act like formed troops. |
| Cav Line | Broad frontage; controls ground. |
| Cav Column | Movement/approach; easier artillery target. |
| Formula / Cost | Value |
|---|---|
| Generate CA | D + 1D6 + ACR |
| Activate 1 brigade: Move, Fire, or Charge | 1 CA |
| Forced March | +1 CA + activation |
| Double Action | +2 CA + activation |
| Double Volley | +1 CA + activation |
| Attach Commander / Rally | 1 CA each |
| Grand Battery / Massive Grand Battery | 2 CA / 3 CA |
| Second Support | +1 CA |
| # Brigades | Base | Surcharge | Total |
|---|---|---|---|
| 2 | 1 CA | +1 | 2 CA |
| 3 | 1 CA | +2 | 3 CA |
| 4 | 1 CA | +2 | 3 CA |
| 5 | 1 CA | +3 | 4 CA |
| 6 | 1 CA | +3 | 4 CA |
| State | Main Effect |
|---|---|
| Fresh | Fully effective. |
| Worn | Fatigued; selected penalties; no Fire Support; may give Morale Support. |
| Disordered | Cannot charge; combat penalties. |
| Broken | Routed; flees; may be eliminated if contacted or Broken again. |
| Incohesive | Spacing failure; halts, defends, limited actions until reformed. |
| Unformed | Temporary formation loss; cannot charge, Double Action, or Forced March. |
| Size | Disordered | Broken |
|---|---|---|
| Small | 3 markers | 4 markers |
| Medium | 4 markers | 5 markers |
| Large | 5 markers | 6 markers |
| LOS Rule | Summary |
|---|---|
| Basic LOS | Trace from firing unit front-center to target's nearest visible edge. |
| Blocks | Woods, buildings, villages, crests, formed brigades, and agreed blocking terrain. |
| Edge of feature | At least half front edge touching boundary can see/fire out and be seen/fired upon. |
| Charge LOS | Attacker must have LOS and legal path to declare charge. |
| Artillery corridor | Clear corridor as wide as actual battery frontage. |
| Overhead fire | Hill + friendly closer + target at least twice as far, or allowed elevation case. |
| Weapon | Line/Column | Open Order |
|---|---|---|
| Musket | 2" | 3" |
| Rifle | 3" | 4" |
| MoS | Fire Result |
|---|---|
| 0 or less | No effect |
| +1 to +2 | 1 Disorder Marker |
| +3 to +4 | Retreat + 1 Disorder Marker |
| +5 or more | Target becomes Broken |
| Firepower | Mod | Position / Condition | Mod |
|---|---|---|---|
| Infantry Line | +1 | Target Open | +1 |
| Infantry Column | -1 | Target Column | +1 |
| Skirmish / Open | -2 | Target Open Order | -2 |
| Small / Large bde | -1/+1 | Light / Medium / Heavy cover | -1/-2/-3 |
| Rifles | +1 | High ground firing downhill | +1 |
| First Volley | +1 | Target Disordered / Broken | +1/+2 |
| Militia / Conscript | -2/-1 | Firer moved / Worn | -1/-1 |
| Veteran / Elite | +1/+2 | Firer Disordered / Incohesive | -2/-1 |
| Fire Support | 1 re-roll | Worn target | 0 |
| Terrain | Infantry | Cavalry | Artillery | Combat Effect |
|---|---|---|---|---|
| Road | Column +2" | Column +2" | Limbered +2" | No cover by itself |
| Prepared Path | Column -1" | Column -1" | Limbered -1" | Ignores surrounding terrain movement penalty; no Road bonus |
| Open Ground | Full | Full | Full | No modifiers |
| Trench / Ditch | -2", Unformed | -2", Unformed | Impassable | Obstacle as scenario defines |
| Low Wall / Hedge | 1/2 move, Unformed | -3", Unformed | Impassable | Obstacle/cover as scenario defines |
| Hill uphill | -2", Unformed | -3", no charge bonus, Unformed | Limbered only -2" | Firing downhill +1 |
| Light Woods | -2"; Line/Column/Skirmish OK | 1/2 move; Unformed; no charges | Limbered -3"; no fire inside | Light cover -1 |
| Dense Woods | -3"; Column/Skirmish only | Impassable | Impassable | Medium cover -2 |
| Village | -3"; Column/Skirmish only | 1/2 move; Unformed; no charges | Road/edge only | Heavy cover -3; melee defender +2 |
| Vineyard/Rough | -2", Unformed | -3", no charge distance bonus; Unformed after charge | Limbered -2"; no unlimber in rough | Light cover -1; cav charge -2, no bonus |
| Marsh/Bog | 1/2 move, Unformed | Impassable | Limbered 1/2 move | Target -1 to be hit |
| Minor Stream | 1/2 move, Unformed | 1/2 move, Unformed; no charge | Limbered 1/2 move | Target in water +1 |
| Major River | Bridge/ford only, Unformed | Bridge/ford only, Unformed | Limbered only, 1/2 move | Target on bridge +2 |
| Caliber | Close | Short | Effective | Long | Max | Bounce |
|---|---|---|---|---|---|---|
| 3-pdr | 1" | 3" | 8" | 10" | 12" | 4" |
| 4-pdr | 1" | 3" | 8" | 10" | 12" | 4" |
| 6-pdr | 1" | 3.5" | 10" | 14" | 16" | 5" |
| 8-pdr | 2" | 4" | 11" | 15" | 18" | 6" |
| 9-pdr | 2" | 4" | 12" | 17" | 20" | 6" |
| 12-pdr | 3" | 4.5" | 12" | 17" | 20" | 7" |
| Unicorn 10-pdr | 2" | 5" | 12" | 17" | 20" | None |
| Unicorn 12-pdr | 3" | 6" | 13" | 18" | 22" | None |
| Unicorn 18-pdr | 4" | 8" | 15" | 21" | 26" | None |
| 18-pdr Fixed | 4" | 8" | 16" | 22" | 27" | None |
| 24-pdr Fixed | 6" | 12" | 20" | 26" | 32" | None |
| Rule | Effect |
|---|---|
| When | Effective, Long, or Maximum range only. |
| Who | One nearest eligible infantry, cavalry, or artillery unit beyond primary target. |
| Stops | Blocking terrain, crest, building, fortification. |
| Modifier | Same original 2D6 roll, plus normal mods, plus -2 Bounce. |
| Limit | At most 1 Disorder Marker; skirmishers never eligible. |
| Range | Mod |
|---|---|
| Close | +3 |
| Short | +2 |
| Effective | +1 |
| Long | -1 |
| Maximum | -3 |
| Target | Mod |
|---|---|
| Inf Square | +2 |
| Inf Column | +1 |
| Inf Line | 0 |
| Inf Open Order | -3 |
| Art limbered/unlimbered | +1/0 |
| Charge Window | Timing |
|---|---|
| Movement Charge Step | Before normal alternating activations. |
| Fire Charge Step | Immediately before first normal firing activation; Fire + Charge only here. |
| Eligibility | Rule |
|---|---|
| State | Not artillery, Disordered, Broken, Incohesive, or Open Order. |
| Activation | Must not have activated earlier; Support that counts as activation blocks charge. |
| Limit | One charge per brigade per turn. |
| Worn | May charge, but uses Worn charge penalties. |
| Militia | Special Open Order exception; if it loses melee, eliminated. |
| Situation | Roll / Effect |
|---|---|
| Charged from Flank/Rear | Roll 2D6. |
| 7+ | Defender may pivot to face; no flank/rear bonus. |
| 6 or less | Caught flatfooted; attacker receives facing bonus. |
| Arc | Attacker Bonus if CRT Fails |
|---|---|
| Front | +0 |
| Flank | +2 |
| Rear | +4 |
| Square | Always front; no flank/rear. |
| Relative Size | Shock Mod |
|---|---|
| Attacker two size classes larger | +2 |
| Attacker one size class larger | +1 |
| Same size | 0 |
| Attacker one size class smaller | -1 |
| Attacker two size classes smaller | -2 |
| Item | Rule |
|---|---|
| Artillery Support | Unlimbered, unactivated, clear LOS, Effective Range or closer, target not melee/within 2" friendly. |
| Effect | One support = re-roll lowest D6 once. Max two re-rolls; second support +1 CA. |
| Counter-Battery | One eligible unactivated battery declares after enemy artillery attack; resolve original first, then counter-fire; counts as activation. |
| Unlimbered charged front | Resolve normally; if contacted through Flank/Rear, battery eliminated. |
| Limbered contacted | Cavalry contact eliminates; infantry contact forces normal retreat. |
| Step | Procedure |
|---|---|
| 1 | Declare charge, target, participants; pay CA. |
| 2 | Check eligibility, LOS, distance, path. |
| 3 | Declare Charge, Morale, and Artillery Support. |
| 4 | Defender reactions: morale, evade, square, CRT, counter-charge. |
| 5 | Move chargers. |
| 6 | Resolve Defensive / Opportunity Fire. |
| 7 | Apply state changes during charge. |
| 8 | Establish contact; resolve shock later in Combat Phase. |
| MoS | Shock Result |
|---|---|
| 0 | Locked in Melee; place Melee marker. |
| 1-2 | Loser gains 1 Disorder Marker; hold/lock or voluntary retreat 1/2 move. |
| 3-4 | Loser retreats 1/2 move and gains 1 Disorder Marker; winner may advance 2". |
| 5+ | Loser Broken; winner may advance 2"; eligible primary charger may Breakthrough. |
| Terrain | Light | Medium | Heavy |
|---|---|---|---|
| Open/downhill | Allowed | Allowed | Allowed |
| Uphill | Allowed; no bonus | -1; no bonus | No |
| Woods / Marsh / Bog | No | No | No |
| Village | Road only if scenario permits; no Impact | Road only; no Impact | Road only; no Impact |
| Vineyard / Rough | -2; no bonus; Unformed after | -2; no bonus; Unformed after | -2; no bonus; Unformed after |
| Stream / Ford | No | No | No |
| Bridge | Scenario clear route only | Scenario clear route only | Scenario clear route only |
| Unit Type | Impact | Distance Bonus |
|---|---|---|
| Light Infantry | -2 | Line +3" / Column +5" |
| Line Infantry | 0 | Line +3" / Column +5" |
| Heavy Infantry | +1 | Line +3" / Column +5" |
| Light Cavalry | +1 | Line +3" / Column +5" |
| Medium Cavalry | +2 | Line +3" / Column +5" |
| Heavy Cavalry | +3 | Line +3" / Column +5" |
| Attacker | Mod |
|---|---|
| Disordered during charge | -2 |
| Conscript | -1 |
| Veteran | +1 |
| Elite | +2 |
| Militia in Open Order | -2 |
| Defender | Mod |
|---|---|
| Line receiving | +1 |
| Column receiving | -1 |
| Square vs cavalry | +3 |
| Behind obstacle | +2 |
| Disordered / Worn | -2 / -1 |
| Conscript / Veteran / Elite | -1 / +1 / +2 |
| Support | Rule |
|---|---|
| Morale Support | One unactivated Fresh or Worn brigade within 2"; LOS to supported brigade; counts as activation; +1 max. |
| Cavalry Weight | Light may receive from any cavalry; Medium from Medium/Heavy; Heavy from Heavy only. |
| Combined Arms | Infantry with Fresh/Worn cavalry within 3" may claim normal +1; Cavalry with Fresh/Worn infantry within 2" may claim +1 vs enemy cavalry. |
| Restrictions | No Disordered, Broken, Incohesive, Locked in Melee, or artillery Morale Support. Squares support only squares. |
| Requirement / Effect | Rule |
|---|---|
| Who may provide | Fresh infantry only; not Militia. |
| Distance / LOS | Within 2" of primary firer; must have LOS to target. |
| Restrictions | No Worn, Disordered, Broken, Incohesive; no brigades in villages/dense woods. |
| Activation | Counts as supporting brigade's activation. |
| Effect | 1 re-roll per support; max 2. |
| Cost | First support free with attack; second support +1 CA. |
| Double Action | Supporting brigade may not perform Double Action that turn. |
| Action | Cost / Requirement | Effect |
|---|---|---|
| Forced March | +1 CA + activation; in Command Range | Inf x2; Cav x3; becomes Worn; cannot fire/charge/support that turn. |
| Double Action | +2 CA + activation; Fresh; in Command Range | Extra action option; becomes Worn; may receive but not provide Support. |
| Fire + Charge | Fresh infantry; Fire Charge Step only; 3 CA total | Fire and charge same target; no Double Volley; becomes Worn after action. |
| Double Volley | +1 CA + activation; Fresh stationary | Fire twice at same target; second volley -1; becomes Worn; no fire next turn. |
| Situation | Effect |
|---|---|
| Retreat | Fall back 1/2 current formation movement unless rule states otherwise. |
| Broken | Rout away from nearest enemy; cannot act normally. |
| Broken again / contacted | Eliminated. |
| Forced Retreat | If flanked/reared with Disorder Markers >= Forced Retreat Threshold, retreat before combat unless Attached commander test holds. |
| Negative Proximity | Friendly Break within 2": test in Morale Phase. 7+ no effect; 6 or less gain 1 Disorder Marker; commander within 2" gives +1. |
| Trigger | Roll | Result |
|---|---|---|
| Half or more army brigades Broken/Eliminated | 2D6 | 8+ holds; 7 or less mandatory retreat, game ends. |
| Scenario objectives | Scenario | Use scenario victory conditions if different. |
| State / Type | Fire Support | Morale Support |
|---|---|---|
| Fresh | Yes | Yes |
| Worn | No | Yes |
| Disordered | No | No |
| Broken | No | No |
| Incohesive | No | No |
| Militia | No | Yes, if eligible |
| Artillery | Artillery Support only | No |
| Item | Rule |
|---|---|
| Rally timing/cost | End Phase; 1 CA; one step per turn. |
| Roll | 2D6 >= 7 succeeds. |
| Commander | Within 2" gives +1. Relay chain permits attempt but gives no +1. |
| Broken Rally | Commander must be Attached; Broken -> Disordered. |
| Disordered Rally | Commander does not need to Attach; Disordered -> Worn. |
| Fire Attrition | Successful Rally from Disordered reduces max Disorder capacity by 1. |
| Worn Recovery | Full turn of rest: no activate, move, fire, fired upon, or charged; Worn -> Fresh in End Phase. |
| Rule | Effect |
|---|---|
| Spacing | Each stand must stay within 3" of another stand connected to the commander's chain. |
| Losing cohesion | Half or more stands, rounded up, no longer connected -> Incohesive. |
| Incohesive | Halts, defensive posture; cannot charge, Double Action, Forced March, or receive new orders. |
| Restore | Commander re-establishes chain to at least half the stands; one full turn of focused reforming. |
| Situation | Remember |
|---|---|
| Line / Column / Square | Firepower / movement & attack / anti-cavalry emergency. |
| Cavalry roles | Light finds weakness; Medium exploits; Heavy breaks. |
| Artillery | Unsupported guns are prey; supported guns are bait. |
| Worn brigade | May give Morale Support, not Fire Support. |
| CA | Spend it where the battle will be decided. |
| Type | Trigger / Limits |
|---|---|
| Return Fire | Target of enemy fire; fire back at attacker if LOS, arc, range. First Return Fire by unactivated brigade counts as activation, costs no CA. |
| Moved earlier | May Return Fire; apply moved -1. |
| Already fired | May make one additional Return Fire at -1, then no more fire/reaction. |
| Defensive Fire | Triggered by declared charge; resolve during charge sequence. |
| Limits | No First Volley, Fire Support, Artillery Support, Double Volley, or Special Action. |
| Roll | Result |
|---|---|
| 2D6 >= 7 | Pass; no additional effect. |
| 6 or less | Fail; apply current-state result. |
| Current State | Failed Test |
|---|---|
| Fresh | Disordered |
| Worn | Disordered |
| Disordered | Broken |
| Broken | Eliminated |
| Incohesive | Disordered; if already Disordered, Broken |
| Item | Rule |
|---|---|
| Deployment | Eligible parent brigade; costs 1 CA; counts as parent activation. |
| Limits | Remain within parent control distance; recall if parent charged/worsens, skirmishers too far, or threshold reached. |
| Recall | Remove skirmisher; parent gains 1 Disorder Marker. |
| Fire vs formed | Formed units ignore direct Retreat/Broken from skirmish fire; apply Disorder Markers. |
| Artillery | Reduced effect; no Bounce Through; Grand Battery may not target skirmishers. |