- French Line Infantry
- French Light Infantry
- French Grenadier Infantry
- French Old Guard Infantry
- French Young Guard Infantry
- French Militia Infantry
- French Light Cavalry
- French Light Lancer Cavalry
- French Heavy Cavalry
- French Cuirassier Heavy Cavalry
- French Guard Heavy Cavalry
- French Guard Light Cavalry
- French Foot Artillery
- French Horse Artillery
- French Guard Foot Artillery
- French Leader
- British Line Infantry
- British Light Infantry
- British Grenadier Infantry
- British Guard Grenadier Infantry
- British Rifle Light Infantry
- British Light Cavalry
- British Heavy Cavalry
- French Guard Heavy Cavalry
- British Foot Artillery
- British Horse Artillery
- British Leader
- Portuguese Line Infantry
- Portuguese Light Infantry
- Portuguese Militia Infantry
- Portugese Light Cavalry
- Portuguese Heavy Cavalry
- Portuguese Foot Artillery
- Portuguese Leader
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