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‘The Initiative Phas
+ Restoring Command Points.
1 The Initiative Roll
‘by Tire and yword:
uiek Reference
“The Orders Phas
+The player who won the Initiative is the
fist to perform all the ations in the
‘Orders Phase.
‘suing Orders /fastructons:
*rCampmand Point within 2/400.
+ radtional Crmmand Point for each
sikitional 2o/4acm.
+ To'ssue an Oder contrary tthe
Instructions any Commander mast spend
aditional Comerand Point
“Transfer of Command Points:
+The whole amount of Command Points
within 20/400r.
+ taditonal Command Point i spent for
‘iery addtional 2/4acm.
Mouifying Morale 2nd Skill
+ Only units within the Command Ranges
5 Only fora single test (bat not "toh test)
ce by not more than 3 points
Rallying
Commanders Rally automatically nthe
‘Reorganitation Phase.
+ Only Units within the Command Range ean
be Rallied.
+ Rallying requires a succesful Moa test
(po can moat it :
+ Rallying restores Morale to the Good level
+ A Ralled Fleeing unit needs to be reformed
within its Move range and atleast 200m
day From the enemy.
+ Dsorgznize units may be sued Orders
Srnmecitely after Rallying
+ Fleeing ts may not be issued Orders
mma after Rallying
Reorganizig Unitst
* Only Units within the Command Range
+ Disorganized and Flesing Units cannot be
Reorganized.
+ ¥or# Morale tests - each sccesfal test
Allows the removal of one casualty marker,
‘The Movement Phase
+ The player holding the Teititive moves his
Army fist.
+ Unite ander hs command more in ay order, in
accordance with thee orders.
+ Commanders more af performing any Order
“The Move Order
+ Manewerng onthe battle
1 Unit shoots nthe Shooting 2fter Movement
stage
Defense Order:
* One Special Manewer and shooting of Two
Special Maneavers
“The Charge Orders
* Charge visible enemy, or Countercharge
charging enemy.
Flights
+ Move at maximum possible sped i the
iection of your own table ee,
No Orders:
~ Remain in place or withdraw.
+ Can shoot in the Shooting afer Movement Stage
Moving Units
+ More forwards up tothe Move valu, Move
backrards upto hal the More value,
+ Only'a Charging Uni may be loser than acm
from the enemy.
+All bases in the Unit mast face inthe same
slicction before Movements
Marchinge
* Only Commanders may March within 25cm of
the enemy
“+ AUnit must bein a column or in Open Order
2 Only in clear train
+ Marching adds sm to infantry and wagon
Mote and soto cavalry Move
MANEUVERS:
Tan
+ Bxpansion narrowing ofthe front
+ Relorming
{Change of postion
1 Crosng an Obstacle
{Changing rom Open Order to Clase Oder
1 Limberingfenimbering guns
+ Manning wagon or 2 gun
Tantey/LightActilery
Close Combat:
ace:
* Oner and field of vison are equred.
{The Move condacted in two pases
“Movement and Combat.
+ 1Wheel canbe performed in ach movement
phase daring a Charge-
+ You cannot charge 2 Commander unless hes
the lowest targets
+ Yn ist need to charge the enemy Unis within
the Basic Movement range
“Charging tothe front, lank or rare
+ Yu cannot atack in the lank if atthe
beginning ofa charge mos ofthe charging Unit
was in the Front aes ofthe target Unit.
+ Simla in the case ofa charge to thereat.
Aligning Unit:
1 A Wheel is made aftr contact.
1 The pont where the units made frst contact is
the pvt point
Narroeing the Front
+ Movement Maneuer inorder to avoid
impasabl tersan or Griendly Unis
Incidental contact
"The Unit contacted by the charging Unit
tbecomes the target ofthe cargs-
+ Align the charging Unit to the contacted Unit
Counterchargee
The charging Units meet halfway between each
‘sts
‘Combat Phase
‘Adaitional ve of the Charging Units:
= Charging Units make the Additional Mowe
Keacton Fixes
= Delayed shooting of Units with the Defense
Onder
Shooting while Charging:
= Charging Units withthe Shooting while
(Charging Special Rule may shoots
+ alway ols dice per Base
Clone Combat
+ Skil test for every fighting Base withthe,
appropriate modifiers.
+ Rall at many dice athe Bases Clow Combat
attribute.
+ ie ess when hitting to your Rank or reat
+ Fecng Units do not rol to hit
{Pass an Armor ts for cach Bt to cancel it
‘Combat reslution:
+ Sum up the Strength Point taken fom the
‘enemy and th Combat Resolution Modis.
+ Determining the Winner and the Lose rif
there has been 4 Draw
1 the Loser most Withdraw regardless ofthe
result
+ TF the losing Unit falls the test its Morale drops.
1 Morale dops tothe Fight level the Loser
rust Flee.
Ee
+ the Winner must always pursue.
Draw:
Doth sides Withdraw.
Pursuits
Obligatory large towards the Loser,
{Command Point most be spent or spectied
3 must be fled in oder to
telrain frm Para
+ Pursuit conducted tthe Additonal More
speed.
+ The Pursuing Unit receives the Charge Order
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