(with a big assist in inspiration and development from my daughter Nikki! - C. 2000 Black Cat Studio/Rick Barber)

COMMAND

instead of using cards, simply roll 3 dice to see what and how many units you can move in your turn. (if playing any of the scenarios, the number of dice you roll is 1 + # of leaders you currently have on the board. Infantry, Cavalry and Artillery icons let you move 1 unit of that type, Flags let you move 1 unit of ANY type and Crossed Swords don’t activate any unit at all. If you no longer have any of a particular troop type and their Icon comes up on the Activation roll, re-roll those dice with that icon counting as NO unit on the 2nd roll.

COMBAT

Attacking unit rolls the number of dice determined by the range. Icons of the TARGET unit are Hits, Flags are Retreats and Crossed Swords are Misses.

INFANTRY

Move 1 or 2 and Battle; Firepower 3/2/1; may follow up into hex vacated by attack, but no further battle unless a Leader attached; Retreats 1 hex per Flag result received.

CAVALRY

Move up to 3, Firepower 3, but only into adjacent hex; may follow up into hex vacated by attack, move one further hex (optional) and Battle a second time. If attacked by adjacent non-cavalry, Cavalry may Retreat before combat with the enemy unit getting to fire with half it’s normal dice.

ARTILLERY

moves 2, but cannot fire in the same turn; may never move adjacent to an enemy unit.

TERRAIN

We’ve been using just Woods, Hills and Streams so far, but others would be as in the Basic game.
WOODS – Costs all units 2 to enter; -1 Die to attacker’s roll.
HILL – Costs all units 2 to enter; -1 die to attacker’s roll; defending unit ignores 1st flag in each attack.
STREAM – Costs all units 2 to enter; +1 die to attacker’s roll.

DEFENSIVE FIRE

costs Infantry 2 to enter hex adjacent to Infantry, Cavalry or Artillery. Costs Cavalry 2 to enter hex adjacent to Artillery.

FOLLOW UP

If an adjacent attack eliminates the defender or forces it to retreat, the Attacker (or any other adjacent attacker that hasn’t been activated yet) gets to move into the space that was vacated. Cavalry units that follow up may then move an ADDITIONAL hex if desired, and may then conduct a second Attack on any now adjacent unit. Infantry units with a Leader Attached also get a 2nd attack.

RETURN FIRE

If an adjacent attack fails to eliminate or retreat the Defending unit, that Defender gets to fire back at its attacker with normal dice. (If a retreated unit is hit a second time by a unit Following Up, it DOESN’T get Return Fire if the second attack fails.) Artillery units also get to conduct Return Fire on ANY non-adjacent units that fire at them, but only at ONE such unit per turn

CAVALRY FALLBACK

If enemy infantry announces an attack on adjacent Cavalry, that Cavalry unit may elect to Fall Back. The Infantry resolves its Attack using ½ its allowed, Range 1 dice (rounded up) and the Cavalry gets to fall back up to 3 hexes. If the Infantry moved adjacent in the same action (as opposed to starting there) the Cavalry gets to Fall Back without being fired at.

SHAKEN

(optional, but we’ve tried it and it works).
Any unit that Retreats is marked as SHAKEN (either use a marker or just turn the unit to face its owner). SHAKEN units may NOT be activated, and lose their SHAKEN status at the END of the next friendly turn. (keeps units from ’ bouncing back’)
The SHAKEN Markers from SUMMER STORM are perfect for this! (What? You don’t have that yet?)