Movement |
A unit or leader that enters a Town/Windmill hex must stop and may move no further on that turn. An infantry unit may not form square on a Town/Windmill hex. |
Battle |
A unit may not battle the turn it moves onto a Town/Windmill hex.
When targeting an enemy unit or leader that is on a Town/Windmill hex: • An infantry unit reduces the number of battle dice rolled by 2. • A cavalry unit reduces the number of battle dice rolled by 3.
A cavalry unit ordered by a ‘Cavalry Charge’ Command card battling onto a Town/Windmill hex will not receive additional battle dice as noted on the Charge card. • An artillery unit reduces the number of battle dice rolled by 1.
When battling out of a Town/Windmill hex: • An infantry unit does not reduce the number of battle dice rolled. • A cavalry unit on a Town/Windmill hex battling out reduces the number of battle dice rolled by 3. A cavalry unit ordered by a Cavalry Charge Command card battling out of a Town/Windmill hex will not receive additional battle dice as noted on the Charge card. • An artillery unit on a Town/Windmill hex battling out will reduce the number of battle dice it will roll by 1.
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