General
Information
There are
six types of units:
- Infantry
(foot model with no range value).
- Range
Infantry (foot model with a range value).
- Cavalry
(mounted model with no range value).
- Range
Cavalry (mounted model with a range value).
- Commanders
(represented by a portrait).
Most units have two
sides (two levels of casualties).
The front side
represents the unit at full strength.
The back side
represents the reduced unit.
Commanders and some
units have only one side.
Units have no
orientation.
Each token
includes:
- the army
to which the unit belongs;
- the unit's
name;
- its
strength and morale values;
- its firing
range;
- its
movement points;
- any
special abilities.
Scenario
Duration
Each scenario lasts
a set number of turns.
During phase 6, the
turn marker advances one space.
The game ends after
the last turn, unless a victory condition is met beforehand.
Game
Sequence
- Player 1
Movement
- Player 1
Battles
- Player 2
Movement
- Player 2
Battles
- Checking
Victory Conditions
- Advancing
the Turn Marker
Stack
A unit can never end
its movement in a hex
occupied by another
unit.
However, a unit can
move through a hex occupied
by a friendly unit.
Exception:
Only one commander
can be stacked with a friendly unit.
Commanders
- Add their
strength to the battle.
- Provide a
+1 morale bonus.
- Retreat
with their unit.
- Are
eliminated with their unit.
- Cannot
fight alone.
Movement
Each player moves as
many units as they wish, up to their movement points.
- The cost
depends on the terrain.
- Unused
Movement Points are lost.
- Each unit
finishes its movement before the next one.
- The road
bonus only applies when starting from a road.
- A unit can
always move a minimum of one hex.
Control
Zones
- Each unit
controls the six adjacent hexes.
- Entering
an enemy Control Zone ends movement.
- It is
forbidden to move directly from one enemy Control Zone to
another.
- Control
Zones cannot cross rivers or fords (except bridges).
- It is
forbidden to retreat into a Enemy ZdC.
Combat
General
Information
Combat pits one or
more attacking units against a single defending unit.
- Melee
units must be adjacent.
- Ranging
units must be within range.
- A unit can
only attack once per phase.
- Each
combat is resolved separately.
Charge
- +1 or +2
bonus depending on the unit.
- The target
must be in permitted terrain.
- Charging
uses all movement.
- Cannot
move through a stream or palisade.
- The
commander does not receive the charge bonus.
- A charging
unit must advance after combat.
Ranging
A ranged
unit can:
- Fire
at range;
- Participate
in melee combat;
- Fire over
certain obstacles.
Combat
Resolution
Forces are added
together, a strength ratio is calculated,
then a die is rolled
before consulting the combat table.
Terrain
- Only the
defender's terrain is taken into account.
- Modifiers
are cumulative.
Combat
Results
Retreat
A retreat forces a
unit to retreat one hex.
If this is
impossible, it suffers a loss.
- Without a
Zone of Combat: no effect.
- With a
friendly unit: retreats and a morale test is required.
- In a Zone
of Combat: a morale test with a penalty.
- In a Zone
of Combat without support: one loss.
Loss
Allocation
Units have one or
two levels of losses.
Losses are freely
distributed among the engaged units.
Morale
Test
- Lower
result: no effect.
- Equal
result: retreat.
- Greater
result: loss.
Advance
After Combat
A unit may advance
into the hex abandoned by its opponent.
A unit that has
charged has priority and must advance.
Victory
Conditions
Each army has a
morale threshold.
Losses are added up
each turn to check if this threshold
has been reached.
Optional
Rules
These rules must be
agreed upon by both players before the start of the game.
Counter-Charge
The charge bonus
only applies against units that do not themselves possess this
ability.
Adaptation
for Delayed Turn Play
Warning
The following rules
are not part of the original game.
They allow for
smoother delayed turn play, at the cost of a slight reduction in
strategic freedom.
- Automatic
Retreat: The player no longer chooses the retreat
hex.
- No
Defender Advance: Only the attacker can benefit from
an advance after combat.