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The battle notes state which player goes first. The active (attacking) player, on his turn, orders the forces under his control into movement and battle with the play of a Command card and its associated effects. The active player’s opponent is considered the defending player during the turn. Players alternate taking turns, until one of the players reaches the number of Victory Banners indicated in the scenario’s victory conditions.

During your turn follow the sequence shown below:

  1. COMMAND phase: Play a Command card.
  2. ORDER phase: Announce all units and leaders you intend to order, within the limits of the Section or Tactic Command card just played.
  3. MOVEMENT phase: Move all ordered units and leaders, one at a time. Respect National Unit Regulations per the National Unit Reference Card and terrain movement limitations.
  4. COMBAT phase: All movement must be completed before any combat is fought. Battle one ordered unit at a time and each unit’s combat must be fought to completion including any additional combat actions before another unit’s combat is begun.
  5. DRAW phase: Draw a new Command card.

Phase 1. PLAY A COMMAND CARD

At the start of your turn, play a Command card from your hand. Place it face up in front of you, and read it aloud.
A Command card usually dictates the number of units or leaders ordered for the turn, as well as the section(s) of the battlefield to which they must belong. Hexes that straddle a dotted line are always considered as simultaneously belonging to both the corresponding flank and center section.
There are two types of Command cards. Section cards (left flank, center and right flank) are recognizable by their iconic representation of the sections of the battlefield on the lower half of the card. They are used to order a set number of units from the section arrow(s) highlighted on the card. Tactic cards feature an illustration, and an explicit description of the number and type of units that can be ordered by the play of the card. When the location of these units is not specified, the Tactic card can be used to order units in any section across the battlefield.

If the situation arises where the Command card just played cannot order any of your units; disregard phase 2 through 4 of the Game-Turn and draw a new Command card, which ends your turn.

PHASE 2. ORDER YOUR UNITS & LEADERS

After playing a Command card, announce which corresponding units and leaders you choose to order.

Command cards have a Bicorn Hat symbol to remind players that leaders may be ordered to detach from a unit and to move separately when playing these cards.

Anatomy of Units and Leaders

Blocks grouped together on a same hex form a unit. The images and text on the unit blocks will help indicate the unit’s troop type, making it easier for both sides to rapidly identify each unit in play.
Infantry stickers all show two infantrymen and have a blue stripe on the bottom.
Cavalry stickers all show one mounted trooper and have a yellow stripe at the bottom.
Artillery stickers all show a cannon with two cannoneers and have a red stripe at the bottom.
Leader stickers all show a mounted general and have no stripe at the bottom.

In Commands & Colors: Napoleonics there are four types of units, roughly corresponding to distinct levels of military training and battle experience.

PHASE 3. MOVE YOUR UNITS & LEADERS

Movements are announced and made sequentially, one ordered unit or leader at a time, in the sequence of your choice.

Retreat movement rules vary slightly from regular movement. Retreat rules are explained in detail in the Retreat rule section.

Infantry Movement

Cavalry Movement

Artillery Movement

Specific unit movement modifiers are detailed on the National Unit Reference Cards.

Leader Movement

ATTACHED LEADERS:

A leader in the same hex as a friendly unit is considered “attached” to the unit and must move along with the unit unless the leader is ordered to detach. Note it only costs one command to order a unit and its attached leader to move and/or battle together.
When a Section Command card, Leadership card or La Grande Manoeuvre card is played, or on a flag roll when the Élan Command card is played, a leader in the same hex as a unit may be ordered to detach from the unit and move by himself. It costs one order for an attached leader to detach from its unit and move separately.
The unit to which the leader was attached is not ordered by the leader order, but could be ordered by spending another command. A unit and its attached leader may be ordered simultaneously by spending two commands. During movement, the owning player chooses whether to move the ordered detached leader before or after the ordered unit moves.
The remaining orders on the Command card may be used to order units (including the one from which a leader was detached), or order other attached or unattached leaders.
Attaching a leader to a unit does not order the unit just joined or the unit the leader just detached from.
A leader may detach from one unit, move and attach to another unit, but may not move again with the unit he has just joined.
That unit would have to be issued an order and move prior to the leader joining the unit.
A leader attached to an infantry unit in square cannot be issued an order to detach. When the unit is ordered to come out of square, the leader may also be simultaneously ordered to detach on the same turn using an additional command.

PLAY NOTE: Timing is important when detaching and attaching leaders. Once a moving leader attaches to a new unit, the new unit may not move if ordered, but the unit (and the newly attached leader) may Battle in place.

As an example, the owning player selects an Attack Three Center Command card and, during the Orders phase, orders a grenadier infantry unit, its attached leader and a heavy cavalry unit in the center section.
Since both the grenadier unit and attached leader were issued an order, one order detaches the leader from the grenadiers, and the other allows the grenadier infantry to move and battle. Here are two possible outcomes:
One—
The ordered heavy cavalry unit moves first and moves adjacent to an enemy unit. The detached leader now moves to join the ordered cavalry unit. The ordered heavy cavalry unit and attached leader may battle. The ordered grenadier infantry unit may also move and battle.
Two—
The player chooses to move the ordered grenadiers, leaving the detached leader in the hex (it is equally permissible to move the detached leader before the unit). Had the owning player only ordered the grenadier infantry unit, the attached leader would have been required to move with it and could not detach. Next, the detached ordered leader moves and joins the heavy cavalry unit. The ordered leader cannot move further once it attaches, and therefore, unfortunately, the ordered heavy cavalry unit cannot move either (though it may battle in place).

Phase 4. COMBAT

Combat is a term that is used for both ranged combat (fire) and melee combat. To fire, a unit must be within range and have a line of sight to the target unit. To melee, a unit must be in an adjacent hex to the target unit. An ordered unit may only engage in one type of combat when ordered, even if it is capable of both types of combat.
Combat is resolved, one ordered unit at a time, in the sequence of your choice. You may switch between ranged combat and melee combat from one unit to the next; however, you must announce and resolve one unit’s combat, including all related additional combat actions stemming from that battle entirely, before proceeding to another ordered unit’s combat.

RANGED COMBAT (FIRE)

Only infantry and artillery units may engage in ranged combat.
Cavalry units and leaders may not engage in ranged combat.
A unit with ranged weapons battling an enemy unit more than 1 hex away is said to conduct ranged combat (fire) at that enemy unit (“target unit.”) In ranged combat the target unit must be within both range and line of sight of the firing unit.

Ranged Combat (Fire) Procedure

  1. Announce firing unit
  2. Check Range
  3. Check Line of Sight
  4. Determine Strength of the Attack
  5. Apply Command card Dice Additions
  6. Apply Terrain Battle Dice Reduction
  7. Resolve Combat
  8. Score Hits
  9. Apply Retreats

 

1. Announce Firing Unit:

Announce the ordered unit you want to fire with and the enemy unit it is targeting. Each Ranged Combat attack is declared and resolved one ordered unit at a time, in the sequence of your choice. You must announce and resolve one unit’s Ranged Combat entirely before beginning the next unit’s battle. Regardless of the number enemy units in range, each Ranged Combat is conducted by one eligible, ordered unit against one enemy unit in line of sight and in range. Ranged Combat by several friendly units against one enemy unit must be made and resolved one at a time.

2. Check Range:

Verify that your target is within range. The range is the distance between the firing unit and the target unit, measured in hexes. When counting the range in hexes, include the target unit’s hex, but not the firing unit’s hex.

WEAPON RANGES

There are four basic types of ranged weapon units in C&C Napoleonics:

3. Check Line of Sight:

Verify that your target is within line of sight. A unit must be able to “see” the enemy unit it wants to fire at. This is known as having Line of Sight.
Imagine a line drawn from the center of the hex containing the firing unit to the center of the hex containing the target unit. This line of sight is blocked only if a hex between the battling unit and the target hex contains an obstruction. Obstructions include a unit or leader (regardless if friend or foe) or some terrain features and the side edge of the battlefield. The terrain in the target unit’s hex does not block line of sight. If the  imaginary line runs along the edge of one or more hexes that contain obstructions, line of sight is not blocked unless the obstructions are on both sides of the line.

EXAMPLE: This illustration shows four of several possible hexes that can be targeted by the firing unit. All hexes where the Line of Sight is blocked are indicated.

 

4. Determine Strength of the Ranged Attack:

Infantry—An ordered infantry unit may target an enemy unit two hexes (three hexes for rifle light units) away in any direction, subject to being in line of sight of the firing unit. The base number of battle dice rolled in ranged combat when the infantry unit does not move is equal to the number of blocks in the infantry unit. When an infantry unit moves, the base number of battle dice rolled is equal to 1/2 the number of blocks in the unit, rounding up for the French and British armies and rounding down for the Portuguese army. For other armies, see their National Unit Reference Card to determine if the infantry will round up or down when moving.

Infantry ranged combat modifiers are detailed on the National Unit Reference Cards.

Foot Artillery— An ordered foot artillery unit, which does not move, may target an enemy unit 5 or fewer hexes away in any direction, subject to being in line of sight of the firing unit. The number of blocks remaining to the Artillery unit and the distance to the target determines the number of battle dice to roll (see chart below).

Horse Artillery—An ordered horse artillery unit, which does not move, may target an enemy unit 4 or fewer hexes away in any direction, subject to being in line of sight of the firing unit. The number of blocks remaining to the Artillery unit and the distance to the target determines the number of battle dice.

EXAMPLES: The French light infantry unit on the left (with 4 blocks) does not move and engages in ranged combat against a British line infantry unit. The French infantry unit rolls 5 dice (one for each block plus one for being a light unit). The French light infantry unit on the right (with 3 blocks) moves one hex and engages in ranged combat against the same unit. This French infantry unit rolls 3 dice (when moving, the base number of battle dice is one half of the three blocks—one and one half rounded up to two for being French plus one for being a light unit).

5. Apply Command card Dice Additions:

Some Command cards will increase the number of battle dice that a unit will roll in ranged combat.

6. Apply Terrain Battle Dice Reduction (if any):

The terrain on which the target unit is on and in some cases the terrain the attacking unit is on, may reduce the number of battle dice rolled in ranged combat. Reduce the number of battle dice rolled accordingly. Refer to the section on Terrain for battle dice adjustments.

7. Resolve Combat:

Roll the resulting number of battle dice against the target; hits are resolved first, followed by retreats.

8. Score Hits:

In ranged combat, the attacker scores 1 hit for each troop symbol rolled that matches the target unit. Other symbols rolled are a miss.

Ranged Combat Roll

Score 1 hit on Infantry unit
Score 1 hit on Cavalry unit
Score 1 hit on Artillery unit
Does not score a hit in ranged combat
A flag does not cause a hit, but may cause the unit to retreat

For each hit scored, 1 block is removed from the target unit. When the last block in the opponent’s unit is removed, you collect a Victory Banner. If more hits are rolled than the number of blocks in the enemy unit, these additional hits have no effect.

Hitting a Leader: When an enemy unit with an attached leader takes a hit in range combat, the attached leader must make a leader casualty check. A leader not attached to a unit (alone in a hex) may not be targeted in ranged combat (only sabers cause leader hits, and in Ranged Combat, sabers are not allowed). See Leader Casualty Check rule section.

DESIGN NOTE: While scores of leaders fell leading their troops, it was considered unchivalrous in that time to fire on lone leaders. 
NOTE: This rule was altered in Expansion 5. Any 2+ die ranged attack can kill a leader by rolling 2 Sabers.

9. Apply Retreats:

A flag does not cause a hit, but may cause the unit to retreat. See rule section Retreats.

MELEE COMBAT

All units may engage in melee combat. An unattached leader may not engage in melee combat. A unit attacking an adjacent enemy unit is said to be engaging that enemy unit in melee.
Targets engaged in melee are always considered within range and in line of sight of their attacker.
A unit adjacent to an enemy unit may not use ranged combat (fire) against the adjacent enemy unit or target another enemy unit within fire range. The unit must melee combat the adjacent enemy unit if it chooses to battle.

Melee Combat Procedure

  1. Announce Melee Combat
  2. Defending Cavalry Retire and Reform
  3. Defending Infantry Form Square
  4. Determine Strength of the Attack
  5. Apply Command card Dice Additions
  6. Apply Terrain Battle Dice Reduction
  7. Resolve Combat
  8. Score Hits
  9. Apply Retreats
  10. Additional Combat Actions; Taking Ground, breakthrough, Bonus Melee Attack
  11. Battle Back (Defending unit’s Battle Back, apply hits and resolves retreats)

1. Announce Melee Combat:

Announce the ordered unit you want to melee with and the enemy unit it is targeting. The unit must be adjacent to the targeted enemy unit to engage in melee combat. Each melee combat is declared and resolved one ordered unit at a time, in the sequence of your choice. You must declare and resolve one unit’s melee combat entirely, including any additional combat actions: Taking Ground, bonus close combat, and the defender’s Battle Back, before beginning the next unit’s combat.
If the defender holds a First Strike card, it will be played when the melee combat is declared, before attacker battle dice are rolled.
Melee Combat by several friendly units against one enemy unit must be made and resolved one at a time. (Exception: Combined Arms Attacks).

2. Cavalry Retire and Reform:

When being attacked in melee by an enemy infantry unit, a cavalry unit may choose to Retire and Reform instead of staying and fighting in the melee. See Cavalry Retire and Reform rule section.

3. Defending Infantry Form Square:

An Infantry Square is a defensive formation used by infantry units to counter an enemy cavalry attack. An infantry unit may choose to form square during the opponent’s turn when a cavalry unit is about to melee attack the infantry unit. See Infantry Square rule section.

4. Determine Strength of the Attack:

Infantry—An ordered infantry unit may stay in position or move one hex and melee an enemy unit on an adjacent hex. In melee combat, the base number of battle dice rolled is equal to the number of blocks in the unit, even if the infantry unit has moved prior to the melee combat.
• A light, guard light, Young Guard or rifle light infantry unit that moves two hexes may not engage in melee combat.
• A grenadier unit or most guard infantry units will melee with 1 extra battle die. French Old Guard melees with two extra battle dice.

 

EXAMPLE: The British line infantry unit with 4 blocks moves one hex and engages in melee combat against a French line infantry unit. The British infantry unit rolls 4 dice.

• A rifle light and militia infantry unit does not score a hit when it rolls a saber in melee combat.
Infantry melee combat modifiers are detailed on the National Unit Reference Cards.

Cavalry—A light cavalry unit may stay in position or move up to three hexes and melee combat an adjacent enemy unit. A heavy cavalry unit may stay in position or move up to two hexes and melee combat an adjacent enemy unit. Normally the base number of battle dice rolled for a cavalry melee combat is equal to the number of blocks present in the attacking cavalry unit.
• A heavy, cuirassier or guard heavy cavalry unit will battle with 1 additional battle die in melee combat.
• A militia cavalry unit does not score hits when it rolls sabers in melee combat.
Cavalry melee combat modifiers are detailed on the National Unit Reference Cards.

Foot Artillery—An ordered foot artillery unit, which does not move, may target an enemy in the adjacent hex in melee. A foot artillery unit rolls 4 dice in melee combat.
• An ordered foot artillery unit that moves may not battle on this turn.
• A foot artillery unit that only has one block remaining will roll 3 dice in melee combat.
• A guard foot artillery unit will melee with 1 additional battle die.
• A militia artillery unit does not score a hit when it rolls a saber in melee combat.

Horse Artillery—An ordered horse artillery unit may target an enemy in the adjacent hex in melee. A horse artillery unit normally rolls 3 dice in melee.
• A horse artillery unit that only has one block remaining will roll 2 dice in melee combat.
• A guard horse artillery unit will melee with 1 additional battle die.
• A horse artillery unit that moves 2 hexes may not melee.
• A horse artillery unit that moves 1 hex may melee. Exception:
A horse artillery unit that only has one block remaining may not move and melee.
Foot and Horse Artillery melee combat modifiers are detailed on the National Unit Reference Cards.

5. Apply Command card Dice Additions:

Some Command cards increase the number of battle dice that a unit rolls in melee combat (See national Unit Reference cards).

6. Apply Terrain Battle Dice Reduction (if any):

The terrain on which the target unit is on and in some cases the terrain the attacking unit is on may reduce the number of battle dice rolled in melee combat. Reduce the number of battle dice rolled accordingly.
Refer to the section on Terrain for battle dice adjustments.

7. Resolve Combat:

Roll the resulting number of battle dice against the target; hits are resolved first, followed by retreats.

8. Score Hits:

In melee combat, the attacker scores 1 hit for each troop symbol rolled that matches the target unit and 1 hit for each saber symbol rolled. A saber symbol scores 1 hit regardless of the troop type being targeted. Other symbols rolled are a miss.

Melee Combat Roll

Score 1 hit on Infantry unit

Score 1 hit on Cavalry unit

Score 1 hit on Artillery unit

Score 1 hit in melee on any unit or an unattached leader.
Militia units and rifle light infantry are an exception.
A saber rolled by militia or rifle light infantry does not score a hit against enemy units in melee, but a saber rolled by militia or rifle light infantry against an unattached leader will eliminate the leader.
A flag does not cause a hit, but may cause the unit to retreat.
For each hit scored, 1 block is removed from the target unit.
When the last block in the opponent’s unit is removed, you collect a Victory Banner block. If a player rolls more hits than the number of pieces in the enemy unit, these additional hits have no effect.
Hitting a Leader: When you target an enemy unit with an attached leader in melee combat and score a hit on the unit, the attached leader must take a Leader Casualty check. A leader when not attached to a unit (alone in a hex) may be attacked normally in melee. See Leader Casualty Checks rule section.

9. Apply Retreats:

A flag does not cause a hit, but may cause the unit to retreat. See Retreats rule section. A unit unable to retreat for any reason will lose blocks, and may trigger loss checks for

attached leaders.

10. Additional Combat Actions:

See rule sections for Taking Ground, Cavalry Breakthrough and Bonus Melee Attack.

11. Battle Back:

The defending enemy unit may Battle Back against the attacking unit, if one or more of the defending unit’s blocks survived the melee combat attack and the defending unit did not retreat from its hex. The attacking player’s unit, that conducted the initial attack, is now considered in a defending posture.
During a Battle Back the unit calculates its strength, any terrain battle dice reduction, rolls the battle dice, determines hits and retreats, and applies them in the same manner as the attacker.
After the defending player’s Battle Back, the melee will stop; i.e. there is never any Battle Back on a Battle Back.

LEADER CASUALTY CHECK

Your opponent will always roll for your Leader Casualty check. When a leader is hit, remove the leader block from the battlefield and collect a Victory Banner.

Attached Leader: When a leader is attached to a unit and the unit loses one or more blocks without being eliminated, there is a chance that the leader may also be hit. Make a leader casualty check by rolling 2 battle dice. To hit the leader two saber symbols must be rolled.
A leader casualty check must be made when a unit loses a block from:

Only one leader casualty check is required from a single combat dice roll. For example, when a unit with an attached leader is attacked and the unit loses one or more blocks from the combat dice rolled, after the combat loss blocks are removed, there is a leader casualty check. If the unit is also forced to retreat, but the unit the leader is with cannot complete its entire retreat movement, the unit must also lose additional blocks,  another leader casualty check is not required, however, because the same combat dice roll caused the retreat block losses.

Attached Leader’s Unit Eliminated: When a leader is attached to a unit and the unit loses one or more blocks, eliminating the unit and leaving the leader alone in the hex the leader casualty check is made with 1 battle die. To hit the leader a saber symbol must be rolled. If the leader is not hit, the leader must retreat 1, 2, or 3 hexes. If the leader is on a friendly map edge hex, he must retreat off the map.
When a leader is attached to a unit that is forced to retreat and the unit has all of its blocks eliminated because it could not complete its retreat movement, the leader must retreat from the hex where the last unit block was removed.
When a unit’s retreat is blocked by enemy units and the unit loses its last block, the leader must use “Escape” rules to move through one of the enemy units and reach an open or friendly hex.
When a unit loses its last block at the map edge because it cannot retreat further, the leader must retreat off the map edge. A leader that retreats off a friendly map edge hex does not give your opponent a Victory Banner.
When a unit loses its last block because its retreat path is occupied by impassable terrain hexes, the attached leader is also eliminated if it too cannot retreat into the hex. In this instance, the leader’s elimination yields a Victory Banner to the opponent.
When a unit is eliminated any flags rolled against an eliminated unit have no effect on the leader, however the leader, after the leader casualty check, must retreat 1, 2, or 3 hexes.
When a leader’s unit is eliminated in melee combat, the attacking unit may Take Ground into the vacated hex after the leader retreats from the hex.

Unattached Leader: A leader alone in a hex may not be targeted in ranged combat but an unattached leader may be attacked in melee. When a leader is alone in a hex, the attacking enemy unit rolls its normal melee battle dice. One or more saber symbols rolled will score a hit and eliminate the leader, even from a unit that normally does not score a hit on a saber roll in melee combat.
If the leader is not hit, the leader must retreat 1, 2, or 3 hexes.
Flags rolled against the leader have no effect on the unattached leader. The attacking unit may Take Ground into the vacated hex, after the leader retreats from the hex.

RETREATS

After all combat hits have been resolved and blocks removed, retreats are resolved. For each retreat flag rolled against a unit, the unit must move one hex back toward its own side of the battlefield. Two flags will force the unit back two hexes, etc. (Exception: Militia units retreat three hexes per flag).
The player controlling the retreating unit decides which hex the unit retreats onto, using the following rules:

Specific unit retreat movement modifiers are detailed on the National Unit Reference Cards.

Bolster Morale

Some situations allow a unit to disregard one or more flags rolled against it. Disregarding a flag result is optional and the owning player may always decide to accept a flag result. If more than one flag result can be ignored, the owning player can choose to ignore one (or more) and accept one (or more). A unit may choose to disregard flags rolled against it each time it is attacked.
If more than one of the following situations applies, the effects are cumulative.

Specific unit modifiers are detailed on the National Unit Reference Cards.

Leader’s Retreat

Leaders retreat somewhat differently from units. A leader’s retreat movement is 1, 2, or 3 hexes back towards its own side of the battlefield, the owning player’s choice.

When a leader retreats he must follow these rules:

Leader Escape

When enemy units occupy a leader’s designated retreat path, the retreating leader must attempt to escape through the enemy occupied hex.

Leader Escape Procedure: Move the leader onto the enemy hex and allow the enemy unit in the hex to battle the leader. The attacking unit uses its normal number of melee combat dice.
The leader does not benefit from terrain in the hex. One or more saber symbols rolled will score a hit and eliminate the leader, even from a unit that normally does not score a hit on a saber roll in melee combat. The opponent gains one Victory Banner when the leader is eliminated.

If the leader is not hit, his escape is successful and he continueswith his retreat move. Should an enemy unit also occupy this hex, the leader must again undergo the Escape procedure. Should the third hex also be occupied by an enemy unit, the leader is eliminated and the opponent gains a Victory Banner.

1) An enemy Line Infantry unit (with two blocks) and a Light Cavalry unit (with three blocks) occupy the two hexes behind a lone leader who must retreat. The hexes behind these two enemy units are vacant. The leader chooses to retreat through the hex with the two Line Infantry blocks because the opposing player will roll only two dice instead of the three dice the Light cavalry unit would roll. The opposing player rolls two dice and gets one Infantry symbol and one Artillery symbol. Since no saber symbols were rolled, the leader successfully escapes and finishes the Retreat after moving one or two more hexes.

2) The hex behind a lone leader is vacant. The next hex is occupied by an enemy heavy cavalry unit. A friendly unit without a leader occupies the hex behind the heavy cavalry unit. The leader could make a one hex Retreat onto the vacant hex, but elects to Retreat three hexes, ending on the hex with the friendly unit. Upon entering the second hex containing the heavy cavalry unit, the Retreat move is halted, and the opposing player rolls four dice (heavy cavalry melees with 1 extra die), obtaining two flags and two infantry symbols. Since no saber symbols were rolled, the leader successfully escapes and continues the Retreat move onto the third and final hex containing the friendly unit.

3) The only available Retreat path has an enemy Infantry unit on the first hex and an enemy light cavalry unit on the second hex. The retreating leader moves onto the first hex and halts while the opposing player rolls two dice for the infantry unit (it has only two blocks remaining), obtaining a flag and a cavalry symbol. The escape succeeds, but the leader now must undergo another escape attempt as the leader is moved onto the second hex. The opposing player rolls three dice for the cavalry unit, and obtains two sabers and one flag. Only one saber is needed, and the leader is hit and eliminated, one hex short of safety. The opposing player earns one victory banner for the eliminated leader.

ADDITIONAL COMBAT ACTIONS

During the combat phase, after a melee combat an attacking unit may be entitled to take one or more additional actions. These actions are defined below.

Infantry Taking Ground

When an ordered infantry unit attacks in melee combat and eliminates or forces the defending enemy unit or leader to retreat from the hex it occupies, the infantry unit has conducted a successful melee combat. The victorious attacking infantry unit may advance (move) onto that vacated hex. This is referred to as Taking Ground.

An Artillery unit may not Take Ground.

Cavalry Breakthrough

When an ordered cavalry unit attacks in melee combat and eliminates or forces the defending enemy unit or leader to retreat from the hex it occupies, the cavalry unit has conducted a successful melee combat. The victorious attacking cavalry unit may advance (move) onto the vacated hex, after advancing onto the vacated hex, the cavalry unit may then move one additional hex.
The advance onto the hex and the additional hex of movement is referred to as a Cavalry Breakthrough.

The following situations do not allow a unit to Take Ground or conduct Cavalry Breakthrough:

Cavalry Bonus Attack

After a successful melee combat a cavalry unit that makes a breakthrough is eligible to battle in melee combat a second time.
This second melee is called a Bonus Attack.

Defending Unit’s Battle Back

In a melee combat, the defending enemy unit may Battle Back against the attacking unit if one or more of the defending unit’s blocks survived the melee combat attack and the defending unit did not retreat from its hex.
During a Battle Back the unit calculates its strength, any terrain battle dice reduction, rolls the battle dice, determines hits and retreats, and applies them in the same manner as the attacker.
The attacking player’s unit, that conducted the initial attack, is now considered in a defending posture. After the defending player’s Battle Back, the melee will stop; i.e. there is never any Battle Back on a Battle Back.
• If the defending unit is forced to retreat out of its original hex, it may not Battle Back, even if its retreat move places the unit in a hex that is still adjacent to the attacking unit.
• If the defending unit was unable to fulfill a required retreat, it may Battle Back as long as it still has one or more blocks remaining on the battlefield after taking block losses for not completing its retreat.
• A defending unit that is Battling Back may not Take Ground, conduct Cavalry Breakthrough or take a Bonus Melee Attack.
• A First Strike Command card may not be played against a unit that is Battling Back.

Phase 5. END OF TURN & END GAME

After completing all movement and resolving all hits, retreats and additional combat actions for all ordered units, discard the Command card played and draw another Command card from the deck. Your turn is over.
When a defending player has used the ‘First Strike’ Command card during the turn, he draws a replacement card at the end of the turn before the active player.
If the draw deck runs out of cards, shuffle the discards to form a new draw deck. A new draw deck is also formed after the play of the Élan Command card. The discards are shuffled back with the draw deck to form a new draw deck.

End Game and Victory Conditions

Players alternate taking turns, until one player reaches the number of Victory Banners indicated by the scenario’s victory conditions.
In addition to capturing Victory Banners through the elimination of enemy units, in some scenarios capturing certain terrain hexes or accomplishing other battle-specific objectives can win additional Victory Banners. Such victory conditions will be spelled out in the scenario’s battle notes.
A game ends the moment a player reaches his required number of Victory Banners, regardless of when this occurs during a game turn. This means that a game might even end on a successful Battle Back with victory for the active player’s opponent.

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