Leader Casualty Checks
There are a number of situations when a leader casualty check must be taken.
Attached Leaders: When a leader is attached to a unit and the unit loses one or more blocks without being eliminated, there is a chance the leader may also be hit.
A leader casualty check must be made. Roll 2 battle dice. To hit the leader, you need to roll two leader symbols.
A leader casualty check must be made when a unit loses a block from:
- Ranged Combat
- Close Combat
- Failure to complete a retreat move
- Elephant Rampage
- Occupying an elephant unit’s retreat.
- Rolling Fire (Expansion #2)
- Entering a Marsh hex
Note: Only one leader casualty check is made during any combat sequence.
EXAMPLE: when a unit with an attached leader loses blocks in Close Combat, a leader casualty check is made after the blocks are removed. If the unit also retreats because of flags on the same combat dice roll and the unit loses more blocks due to all retreat paths being occupied, another leader casualty check is not required. The flag losses are from the same combat dice roll and only one leadership casualty check is made on a leader during a combat sequence.
If a unit with an attached leader only takes flag results, there is no leader casualty check required unless the unit loses blocks when the unit is unable to retreat.
Leader’s Unit Eliminated: When a leader is attached to a unit and the unit is eliminated, leaving the leader alone in the hex, the leader casualty check is made with only 1 die. To hit the leader, you need to roll one leader symbol. If the leader is not hit on this single die roll, the leader must Evade 1, 2, or 3 hexes back toward his own side of the battlefield (see Special Actions Leader Evade).
Flags rolled against a unit that was eliminated have no effect on the leader.
When the attached leader’s unit is eliminated in Close Combat, the attacking unit may Momentum Advance into the vacated hex after the leader Evades out of the hex.
Leader Alone in a Hex: When an unattached leader is alone in a hex and is attacked by Ranged Combat or Close Combat, the attacking unit rolls its normal number of battle dice. To score a hit on the leader, you need to roll one leader symbol. If the leader is not hit, he must Evade 1, 2 or, 3 hexes back towards his own side of the battlefield (see Special Actions Leader Evade). A lone leader who Evades or moves into a Marsh hex must roll one die. If a leader symbol is rolled, the leader is removed and the opposing player gains a Victory Banner block. On any other result, an Evading leader may stop or continue the Evade, and a moving leader must stop.
Flags rolled against a leader when alone in a hex, have no effect.
A unit attacking a lone leader in Close Combat may not Momentum Advance into the vacated hex after the leader is eliminated or Evades out of the hex.
If an opponent’s leader is hit, remove the leader block from the battlefield, and collect a Victory Banner block.
Summary of Leader Benefits
Leaders have beneficial effects when attached or adjacent to friendly units. A leader:
1. converts leader symbol results into hits in Close Combat, when attached or adjacent to a friendly non-elephant unit in Close Combat. Note that a leader does not affect Ranged Combat.
2. bolsters morale - any unit to which a leader is attached to may ignore 1 flag.
3. allows any foot unit to which it is attached to make a bonus Close Combat attack after a Momentum Advance (see Momentum Advance).
Leaders also provide an enormous benefit when it comes to moving units with Command cards (see Command card section).