Control Phase | Leaders may attempt to rally their routed troops. Player checks leaders to see if they are within "command span" of their units. A unit beyond this range is "out of command." |
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Maneuver Phase | Friendly troops move, enemy cavalry then make reaction moves, followed by the reaction moves of friendly cavalry. Threatened infantry may attempt to form squares. Formation affects a unit's ability to move. |
Fire Phase | All units which can fire must do so. Enemy troops fire first, then friendly troops. "Fire" represents artillery fire, skirmishers, and long-range musket volleys. Units fire individually. |
Combat Phase | Close-range combat (including musket fire and hand-to-hand combat) is resolved now. Player selects the order in which attacks are resolved. Combat is mandatory. Attacks are broken down into matched pairs (one friendly unit, one enemy unit). |
Pursuit Phase | Friendly cavalry may make reaction moves, followed by reaction moves of enemy cavalry. Limited firing occurs. Any close combats are resolved. |
Cavalry has the special ability to, in effect, make bonus attacks during the turn. This occurs if the player can successfully "recall" the cavalry after their first attack; they may then make another attack.
The data charts individualize units by type, year, and nationality, so that there is a broad diversity in the ratings of the various stands. For instance, there are 23 types of French infantry. The result is that some units fight better than others, some fight more intelligently (that is, being more likely to form squares when needed), and some fight longer.
If a unit takes heavy losses in a single attack, it may become disordered (less effective) or it may rout (retreating from battle). Cumulative losses will cause a unit to become dispersed (it is removed from the tabletop, being no longer combat effective) or eliminated. If sufficient units become dispersed or routed, the army's morale will break and it will leave the battlefield.
Disordered units in contact with the enemy must make a withdrawal attempt -- this may result in further losses, an orderly movement away from the enemy, or a rout. Corps and divisions may become fatigued due to cumulative losses.
More complex rules are provided for long-range artillery fire. Special rules provide special bonuses for legendary leaders (Napoleon, Blucher, and so forth.). Messengers are introduced as a way for players on the same team to communicate with each other. An initiative marker is explained, which gives the player who holds it a number of special options -- but if he uses that power, he must give the marker to his opponent. Similarly, a Free Roll marker is explained. Multi-day battles are explained.
In addition, the scenario booklet provides rules and charts for designing new scenarios. Armies and leaders are purchased using a point system.
Last Updates | |
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19 June 1996 | reformatted |
9 April 1996 | reorganized |
Comments or corrections? |