08. Command Cards

1 1 1 1 1 1 1 1 1 1 Rating 4.50 (2 Votes)

COMMAND CARDS

Section Cards (48)

Section cards are used to order units in a specific section of the battlefield to move and/or battle. These cards indicate which section of the battlefield you may order units or leaders, and how many units or leaders you may order. An attached leader ordered by a Section Command card may be ordered to detach and move separately. Command cards that state ‘order units equal to command’ mean the number of units you may order is equal to the number of Command cards you hold including this card. Cards that are on a player’s Infantry in Square tracks are not counted
as Command cards you are holding.

SCOUT LEFT FLANK - Issue an order to 1 unit or Leader on the Left Flank. When drawing a new Command card, draw two, choose one and discard the other. (2 cards)
SCOUT CENTER - Issue an order to 1 unit or Leader in the Center. When drawing a new Command card, draw two, choose one and discard the other. (2 cards)
SCOUT RIGHT FLANK- Issue an order to 1 unit or Leader on the Right Flank. When drawing a new Command card, draw two, choose one and discard the other. (2 cards)
PROBE LEFT FLANK - Issue an order to 2 units or Leaders on the Left Flank. (4 cards)
PROBE CENTER - Issue an order to 2 units or Leaders in the Center. (6 cards)
PROBE RIGHT FLANK - Issue an order to 2 units or Leaders on the Right Flank. (4 cards)
ATTACK LEFT FLANK - Issue an order to 3 units or Leaders on the Left Flank. (4 cards)
ATTACK CENTER - Issue an order to 3 units or Leaders in the Center. (6 cards)
ATTACK RIGHT FLANK - Issue an order to 3 units or Leaders on the Right Flank. (4 cards)
ASSAULT LEFT FLANK - Order a number of units or leaders on the Left Flank equal to command (the number of cards held in your hand including this card). (2 cards)
ASSAULT CENTER - Order a number of units or leaders in the Center equal to command (the number of cards held in your hand including this card). (2 cards)
ASSAULT RIGHT FLANK - Order a number of units or leaders on the Right Flank equal to command (the number of cards held in your hand including this card). (2 cards)
COORDINATED ADVANCE - Issue an order to 4 units or Leaders. Order 1 on Left Flank, 2 in the Center and 1 on the Right Flank. (2 cards)
FLANK ATTACK - Issue an order to 2 units or Leaders on each Flank. (2 cards)
FORWARD - Issue an order to 2 units or Leaders in each section. (2 cards)
RECON IN FORCE - Issue an order to 1 unit or Leader in each section. (2 cards)

 

Tactic Cards (22)

Tactic cards allow ordered units to move and/or battle in ways not normally allowed in the basic rules. Terrain movement and battle restrictions still apply when a Tactic card Actions take precedence over basic rules.

BAYONET CHARGE—Issue an order to 4 or fewer INFANTRY units. Units may move 2 hexes and still battle in melee. Ordered units may not engage in ranged combat.
Guard infantry, when ordered, will melee with 1 additional die. If you do not have any infantry units, issue an order to 1 unit of your choice. (2 cards)
BOMBARD—Issue an order to 4 or fewer ARTILLERY units. Ordered units may move up to 3 hexes and not battle, or may not move and battle with 2 additional dice. Guard artillery, when ordered, battle with 3 additional dice. If you do not have any artillery units, issue an order to 1 unit of your choice. (2 cards)
CAVALRY CHARGE—Issue an order to 4 or fewer CAVALRY or horse artillery units. Ordered cavalry units battle with 1 additional die the entire turn. Ordered guard cavalry battle with 2 additional dice the entire turn. Ordered heavy cavalry units may move 3 hexes and still battle. Horse artillery units may move and battle normally. If you do not have any cavalry or horse artillery units, issue an order to 1 unit of your choice. (3 cards)
COUNTER-ATTACK—Issue the same order card that your opponent just played. When you play this card it becomes a copy of the card your opponent played on the last turn. Following the instructions on that card as though you were actually playing it, except when countering a Section card. Then the right flank becomes left flank and the left flank becomes the right flank. (2 cards)
ELAN—Roll battle dice equal to command (the number of cards held in your hand including this card). For each symbol rolled, 1 unit of this type is ordered. One unit or leader of your choice may be ordered for each Flag symbol rolled. Sabers order no units or leaders. Ordered units battle with 1 additional die the entire turn. Reshuffle the Command card deck and discard pile. (1 card)
FIRE AND HOLD—Issue an order to 4 or fewer INFANTRY or ARTILLERY units. Ordered units will perform ranged combat with 1 additional die.  Ordered units may not be adjacent to enemy troops. Units may not move before or after combat, but may come out of square if eligible. If you do not have any infantry or artillery units, issue an order to 1 unit of your choice. (2 cards)
FIRST STRIKE—Play this card after opponent declares a melee attack, but before the dice roll. Your defending unit will battle first. If the opponent’s unit is neither eliminated nor retreats it may then battle as originally ordered. At the end of the turn, you draw a replacement Command card first. (2 cards)
FORCE MARCH—Issue an order to all INFANTRY units in one section. Light, Rifle Light, Grenadier, Guard infantry units and infantry units with an attached Leader may move up to 2 hexes and battle. Other infantry units may hold, move 1 hex and battle or may move 2 hexes and not battle. If you do not have any infantry units, issue an order to 1 unit of your choice. (2 cards)
GIVE THEM THE COLD STEEL—Issue an order to all units adjacent to the enemy. Ordered units may melee with 1 additional die. Ordered units may not engage in ranged combat. Units may not move before melee combat. After a successful melee, infantry may Take Ground and cavalry may breakthrough and may make a Bonus Melee Attack with its standard number of battle dice. (1 card)
Note: All units adjacent to an enemy unit when this card is played are ordered. This can get a little confusing, especially as melee combat takes place and enemy units are forced to retreat. We suggest that you mark all units eligible to melee before you start your melee combats.
LEADERSHIP—Issue an order to all LEADERS. When a Leader is attached to a unit, the unit is also ordered as long as the Leader remains with the unit. Any ordered unit shall roll 1 additional die if it battles. A Leader may detach from a unit. If a Leader moves and joins a unit, the unit is not ordered. If you do not have any Leaders, issue an order to 1 unit of your choice. (2 cards)
LA GRANDE MANOEUVRE—Issue an order to 4 or fewer units or Leaders. Ordered units or Leaders may make a strategic move up to 4 hexes. An infantry unit in square may not be ordered. Ordered units may not battle. Or, issue an order to 1 unit of your choice. (1 card)
RALLY—Roll battle dice equal to command (the number of cards held in your hand including this card). For each (Insert inf, cav, arty dice sticker graphics here) symbol rolled, 1 block of this type is returned to any under strength unit anywhere on the battlefield. A unit may not gain more blocks than it originally had. Rallied units that gain at least one block are ordered. (1 card)
SHORT SUPPLY—One enemy or friendly unit (card holder’s choice) is out of supply and is moved back to a baseline hex that may be entered (owning player’s choice) in the same section of the battlefield. If there are no enterable baseline hexes, place the unit on a vacant hex one-row forward of the baseline row. If the unit has an attached Leader, the Leader is also moved back with the unit. If the short supplied unit is your unit, it may not battle this turn. An infantry unit in square may not be short supplied. (1 card)

 



Print Email

Log in to comment

Base Game Scenarios

Random Quote

Sometimes a single battle decides everything and sometimes, too, the slightest circumstance decides the issue of a battle. There is a moment in every battle at which the least manoeuvre is decisive and gives superiority, as one drop of water causes overflow.~Napoleon