Command: determine which units are out of command.
Bombardment: first player attacks with artillery.
Reinforcement: first player brings new units onto the map.
Movement: first player moves units.
Assault: first player attacks with infantry and dragoons.
Rally: first player attempts to rally Disrupted units.
Second Player Turn (as per first player)
End of turn: advance turn marker, check victory conditions.
Leaders and Command
Command Ratings modify the morale of friendly units stacked with the leader. Command ratings also modify the Rally attempts.
Leaders have a Command Range. All units ≤ this range are in command. Range cannot be traced through prohibited terrain or enemy units. It can be traced through enemy ZOC if a friendly unit is in the hex.
Leaders must make casualty checks any time units they are stacked with receive a Disruption result.
On a roll of 1-3, the leader is eliminated.
On a roll of 4-10, the leader moves up to 8 hexes to the nearest friendly combat unit. If a leader cannot reach the friendly unit, he is considered to be captured and counts toward Disintegration Points.
Solitary leaders are eliminated on a 1-3 if attacked by dragoons or on a 1 if attacked by infantry.
Enemy units may not bombard a hex with a solitary leader.
Disrupted
If Disrupted units move, they must move closer to their Line of Communication or towards a friendly leader.
Disrupted units may not enter an enemy ZOC.
They are eliminated if they receive another Disruption result.
Reinforcements
Must attempt to appear on the designated turn.
Excess units may enter on a later turn within 4 hexes of the entry hex.
Stacking
Up to 12 combat strength points may occupy a hex. Leaders do not count; artillery counts ½ bombardment strength, Disrupted units count double.
Only up to 8 combat strength points are counted for attack/defense. All units in a hex (even above the 8 points) suffer from Bombardments.
Players may look through enemy stacks at any time.
Movement
Force march:
Infantry and artillery may increase their move allowance (MA) to 6.
Dragoons may increase MA to 9.
Units force marching may not start or move adjacent to an enemy.
After moving roll a die: 8-10, the unit is Disrupted. Modifiers: leader: –1; light infantry, artillery, dragoons: –1.
Disengaging:
Unit makes a morale check with +3 penalty. If total is ≤ morale, the unit may disengage.
If failed by 1-3 points, the unit may not disengage. If it fails by 4+, the unit is Disrupted and retreats its full MA.
Stacks may leave a rearguard. Roll for disengagement for a designated rearguard. On a success, all other units may leave without rolling.
Zone of Control (ZOC), surrounding six hexes:
Units must stop when entering an enemy ZOC.
Units may only leave a ZOC by disengaging.
Leaders may move through a ZOC if there is a friendly unit present.
Light Infantry (LI)
LI pay one less MP to move through woods, swamps, and towns.
LI may ignore enemy ZOC when moving through woods, swamps, and towns if the enemy does not contain dragoons or their own LI.
LI may automatically disengage from enemy infantry (but not LI or dragoons). Note: this allows them to function as a rear guard without needing to roll.
Dragoons
Dragoons in Good Order (not Disrupted) may charge if they begin 2+ hexes away from an enemy in clear or light woods terrain and the chargers end in clear or light woods.
Charging bonus is negated if there are Good Order enemy dragoons defending.
Dragoons automatically succeed in disengaging from infantry or light infantry.
Bombardment
Out of command artillery units may not fire.
Artillery units stacked with a leader may combine their bombardment. Otherwise, units bombard separately.
Range: 3 lb.: 2, 4 lb.: 3, 6-9 lb.: 4, 12+ lb.: 5
Artillery receive 2x strength against adjacent enemy units. If adjacent to enemy units, they must bombard that hex rather than shooting at a distance.
Howitzers may ignore line of fire (LoF) restrictions.
Enemy and friendly units block LoF in addition to woods, hills, and towns.
Assaults
Assaults are carried out against adjacent hexes. Use odds-ratio.
Assaults are mandatory for units in enemy ZOC.
Attacker must attack with all non-artillery and non-leader units, and all enemy units must be attacked. Attackers and defenders strength are added together to form one odds-ratio.
Defenders in a hex with multiple terrain may count the terrain to their best advantage.
Artillery:
Artillery defend with half their printed Bombardment strength.
Artillery not stacked with friendly infantry or dragoons automatically suffer an "attacker retreat" result.
Artillery units that are Disrupted or fail a morale check do not retreat, but stay in place and are Disrupted (guns are abandoned). If the enemy unit moves into their hex, the guns are eliminated.
Artillery stacked with friendly units and receive a retreat result, check morale and retreat with the other units.
Morale Checks
To receive the benefit of fences, fieldworks or redoubt, the attack must come through those hexsides.
Natural rolls of "1" always passes; "10" always fails.
Retreats
"Retreat" results require retreats of 1 hex.
"Disrupted" or failed morale check results require units to retreat their full MA. Each hex counts as 1 movement point.
Retreats into hexes which exceed stacking limits cause units to retreat additional hexes.
Units retreating into an enemy ZOC hex must check morale, as must any friendly unit in the hex.
Units unable to retreat are eliminated.
Leaders must retreat with their units.
Advance After Combat
Infantry may advance 1 hex; dragoons, 2; artillery none.
Units may not advance if Out of Command.
Advances may occur even within enemy ZOC's.
Rally
All Disrupted units must test their ability to Rally.
One leader stacked with the unit may provide a bonus. Units in enemy ZOC test at -2.
As with Morale Checks, natural rolls of "1" always passes; "10" always fails.
Lines of Communications (LoC)
Indicated in scenario rules. Marked on the map with Red/Blue stars.
Retreating units must move in the direction of the primary LoC. If the LoC hex is occupied or units cannot move towards the LoC, they may move to an alternate LoC hex.