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New Units and Leaders (Base Game)

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French Line Infantry

 

Map ID code: LN
Blocks in Unit: 4
Movement in Hexes: 1
Battle:
• Range Fire Standing: 1 die per block
• Range Fire Moving: dice equal to 1/2 number of blocks round up
• Melee and Battle Back: 1 die per block; When battling against INF +1 die
Morale: Retreat 1 hex for each flag


French Light Infantry

Map ID code: LT
Blocks in Unit: 4
Movement in Hexes: 1 and combat or 2 and no combat
Battle:
• Range Fire Standing: 1 die per block, plus 1 die
• Range Fire Moving: dice equal to 1/2 number of blocks round up, plus 1 die
• Melee and Battle Back: 1 die per block
Morale: Retreat 1 hex for each flag


French Grenadier Infantry

Map ID code: GR
Blocks in Unit: 4
Movement in Hexes: 1
Battle:
• Range Fire Standing: 1 die per block
• Range Fire Moving: dice equal to 1/2 number of blocks round up
• Melee and Battle Back: 1 die per block, plus 1 die
Morale: May ignore 1 flag, if unit does retreat, retreat 1 hex for each flag


French Old Guard Infantry

Map ID code: OG
Blocks in Unit: 4
Movement in Hexes: 1
Battle:
• Range Fire Standing: 1 die per block, plus 1 die
• Range Fire Moving: dice equal to 1/2 number of blocks round up, plus 1 die
• Melee and Battle Back: 1 die per block, plus 2 dice
Morale: May ignore 2 flags, if unit does retreat, retreat 1 hex for each flag


French Young Guard Infantry

Map ID code: YG
Blocks in Unit: 4
Movement in Hexes: 1 and combat or 2 and no combat

Battle:
• Range Fire Standing: 1 die per block, +1 die
• Range Fire Moving: dice equal to 1/2 number of blocks round up, +1 die
• Melee and Battle Back: 1 die per block, +1 die
Morale: May ignore 1 flag, if unit does retreat, retreat 1 hex for each flag


French Militia Infantry

Map ID code: MI
Blocks in Unit: 4
Movement in Hexes: 1
Battle:
• Range Fire Standing: 1 die per block
• Range Fire Moving: dice equal to 1/2 number of blocks round down
• Melee and Battle Back: 1 die per block, no saber hits except vs lone leaders
Morale: Retreat 3 hexes for each flag


French Light Cavalry

Map ID code: LC
Blocks in Unit: 4
Movement in Hexes: 3
Battle:
• Melee: 1 die per block
Morale: Retreat 1 hex for each flag
Notes: May retire and reform when melee attacked by infantry or attacked by infantry/artillery Combined Arms.


French Light Lancer Cavalry

 

Map ID code: LNCR
Blocks in Unit: 4
Movement in Hexes: 3
Battle:
• Melee: 1 die per block
• An ordered Lancer unit rerolls all dice with flag results one time for additional unit symbol hits, sabers or flags against any defending unit except Cuirassiers. Players must note the number of initial unit symbol hits, swords and flags rolled in the initial melee and add the initial numbers to the number of unit symbol hits, swords and flags rolled on the reroll. The total number of unit symbol hits, swords and flags rolled are then applied to the defending unit.
• A defending Lancer unit will not reroll flags when it is battling back.
• When a First Strike Command card is played on a Lancer unit a Lancer unit will reroll flags.
Morale: Retreat 1 hex for each flag
Notes: May retire and reform when melee attacked by infantry or attacked by infantry/artillery Combined Arms


French Heavy Cavalry

Map ID code: HC
Blocks in Unit: 4
Movement in Hexes: 2
Battle:
• Melee: 1 die per block, plus 1 die
Morale: Retreat 1 hex for each flag
Notes: May retire and reform when melee attacked by infantry or attacked by infantry/artillery Combined Arms


French Cuirassier Heavy Cavalry

Map ID code: CU
Blocks in Unit: 4
Movement in Hexes: 2
Battle:
• Melee: 1 die per block, plus 1 die
Morale: May ignore 1 flag, if unit does retreat, retreat 1 hex for each flag
Notes:
• May retire and reform when melee attacked by infantry or attacked by infantry/artillery Combined Arms
• Ignore one hit when attacked in ranged combat by infantry
• A Lancer unit will not reroll flag results when in melee combat against Cuirassiers


French Guard Heavy Cavalry

Map ID code: GHC
Blocks in Unit: 4
Movement in Hexes: 2
Battle:
• Melee: 1 die per block, plus 1 die
Morale: May ignore 2 flags, if unit does retreat, retreat 1 hex for each flag
Notes:
• May retire and reform when melee attacked by infantry or attacked by infantry/artillery Combined Arms


French Guard Light Cavalry

Map ID code: GLC
Blocks in Unit: 4
Movement in Hexes: 3
Battle:
• Melee: 1 die per block
Morale: May ignore 2 flags, if unit does retreat, retreat 1 hex for each flag
Notes: May retire and reform when melee attacked by infantry or attacked by infantry/artillery Combined Arms


French Foot Artillery

Map ID code: FA
Blocks in Unit: 3
Movement in Hexes: 1 and no combat
Battle: See artillery combat section in core game rules
Morale: Retreat 1 hex for each flag


French Horse Artillery

Map ID code: HA
Blocks in Unit: 3
Movement in Hexes: 1 and combat, 2 hexes no combat
Battle: See artillery combat section in core game rules
Morale: Retreat 1 hex for each flag


French Guard Foot Artillery

Map ID code: GFA
Blocks in Unit: 3
Movement in Hexes: 1 and combat, 2 hexes no combat

Battle:
• Melee: 1 die per block, plus 1 die
Morale: May ignore 2 flags, if unit does retreat, retreat 1 hex for each flag


French Leader

Map ID code: Star
Movement in Hexes: 3 if alone; if attached to a unit it moves as the unit
Battle: If alone, it may not battle. If attached to a unit it will modify the number of dice a unit will roll when a Leadership card is played—unit rolls one additional die
Morale:
• If alone = none (the Leader must retreat after surviving a melee attack, and will attempt to escape through enemy units, if retreat path is occupied by enemy units)
• The unit a Leader is attached to may ignore one flag. If the unit does retreat, the Leader must retreat with the unit


British Line Infantry

Map ID code: LN
Blocks in Unit: 4
Movement in Hexes: 1
Battle:
• Range Fire Standing: 1 die per block, +1 die
• Range Fire Moving: dice equal to 1/2 number of blocks round up
• Melee and Battle Back: 1 die per block
Morale: Retreat 1 hex for each flag


British Light Infantry

Map ID code: LT
Blocks in Unit: 5
Movement in Hexes: 1 and combat or 2 and no combat
Battle:
• Range Fire Standing: 1 die per block, plus 1 die
• Range Fire Moving: dice equal to 1/2 number of blocks round up, plus 1 die
• Melee and Battle Back: 1 die per block
Morale: Retreat 1 hex for each flag


British Grenadier Infantry

Map ID code: GR
Blocks in Unit: 4
Movement in Hexes: 1
Battle:
• Range Fire Standing: 1 die per block, +1 die
• Range Fire Moving: dice equal to 1/2 number of blocks round up, +1 die
• Melee and Battle Back: 1 die per block, plus 1 die
Morale: May ignore 1 flag, if unit does retreat, retreat 1 hex for each flag


British Guard Grenadier Infantry

Map ID code: GG
Blocks in Unit: 5
Movement in Hexes: 1
Battle:
• Range Fire Standing: 1 die per block, plus 1 die
• Range Fire Moving: dice equal to 1/2 number of blocks round up, plus 1 die
• Melee and Battle Back: 1 die per block, plus 1 die
Morale: May ignore 2 flags, if unit does retreat, retreat 1 hex for each flag


British Rifle Light Infantry

Map ID code: RL
Blocks in Unit: 3
Movement in Hexes: 1 and combat or 2 and no combat
Battle:
• Range Fire Standing: 1 die per block, +1 die
• Range Fire Moving: dice equal to 1/2 number of blocks round up, +1 die
• Melee and Battle Back: 1 die per block, no saber hits except vs lone leaders
Morale: Retreat 1 hex for each flag


British Light Cavalry

Map ID code: LC
Blocks in Unit: 3
Movement in Hexes: 3
Battle:
• Melee: 1 die per block
Morale: Retreat 1 hex for each flag
Notes: May retire and reform when melee attacked by infantry or attacked by infantry/artillery Combined Arms.


British Heavy Cavalry

Map ID code: HC
Blocks in Unit: 3
Movement in Hexes: 2
Battle:
• Melee: 1 die per block, plus 1 die
Morale: Retreat 1 hex for each flag
Notes: May retire and reform when melee attacked by infantry or attacked by infantry/artillery Combined Arms


French Guard Heavy Cavalry

Map ID code: GHC
Blocks in Unit: 3
Movement in Hexes: 2
Battle:
• Melee: 1 die per block, plus 1 die
Morale: May ignore 2 flags, if unit does retreat, retreat 1 hex for each flag
Notes:
• May retire and reform when melee attacked by infantry or attacked by infantry/artillery Combined Arms


British Foot Artillery

Map ID code: FA
Blocks in Unit: 3
Movement in Hexes: 1 and no combat
Battle: See artillery combat section in core game rules
Morale: Retreat 1 hex for each flag


British Horse Artillery

Map ID code: HA
Blocks in Unit: 3
Movement in Hexes: 1 and combat, 2 hexes no combat
Battle: See artillery combat section in core game rules
Morale: Retreat 1 hex for each flag


British Leader

Map ID code: Star
Movement in Hexes: 3 if alone; if attached to a unit it moves as the unit
Battle: If alone, it may not battle. If attached to a unit it will modify the number of dice a unit will roll when a Leadership card is played—unit rolls one additional die
Morale:
• If alone = none (the Leader must retreat after surviving a melee attack, and will attempt to escape through enemy units, if retreat path is occupied by enemy units)
• The unit a Leader is attached to may ignore one flag. If the unit does retreat, the Leader must retreat with the unit


Portuguese Line Infantry

Map ID code: LN
Blocks in Unit: 4
Movement in Hexes: 1
Battle:
• Range Fire Standing: 1 die per block
• Range Fire Moving: dice equal to 1/2 number of blocks round down
• Melee and Battle Back: 1 die per block
Morale: Retreat 1 hex for each flag


Portuguese Light Infantry

Map ID code: LT
Blocks in Unit: 3
Movement in Hexes: 1 and combat or 2 and no combat
Battle:
• Range Fire Standing: 1 die per block, +1 die
• Range Fire Moving: dice equal to 1/2 number of blocks round down, +1 die
• Melee and Battle Back: 1 die per block
Morale: Retreat 1 hex for each flag


Portuguese Militia Infantry

Map ID code: MI
Blocks in Unit: 4
Movement in Hexes: 1
Battle:
• Range Fire Standing: 1 die per block
• Range Fire Moving: dice equal to 1/2 number of blocks round down
• Melee and Battle Back: 1 die per block, no saber hits except vs lone leaders
Morale: Retreat 3 hexes for each flag


Portugese Light Cavalry

Map ID code: LC
Blocks in Unit: 3
Movement in Hexes: 3
Battle:
• Melee: 1 die per block
Morale: Retreat 1 hex for each flag
Notes: May retire and reform when melee attacked by infantry or attacked by infantry/artillery Combined Arms.


Portuguese Heavy Cavalry

Map ID code: HC
Blocks in Unit: 3
Movement in Hexes: 2
Battle:
• Melee: 1 die per block, plus 1 die
Morale: Retreat 1 hex for each flag
Notes: May retire and reform when melee attacked by infantry or attacked by infantry/artillery Combined Arms


Portuguese Foot Artillery

Map ID code: FA
Blocks in Unit: 3
Movement in Hexes: 1 and no combat
Battle: See artillery combat section in core game rules
Morale: Retreat 1 hex for each flag


Portuguese Leader

Map ID code: Star
Movement in Hexes: 3 if alone; if attached to a unit it moves as the unit
Battle: If alone, it may not battle. If attached to a unit it will modify the number of dice a unit will roll when a Leadership card is played—unit rolls one additional die
Morale:
• If alone = none (the Leader must retreat after surviving a melee attack, and will attempt to escape through enemy units, if retreat path is occupied by enemy units)
• The unit a Leader is attached to may ignore one flag. If the unit does retreat, the Leader must retreat with the unit

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