Austrian Line Infantry
Map ID code: LN
Blocks in Unit: 5
Movement in Hexes: 1
When Austrian Line Infantry unit is ordered by a Force March or Bayonet Charge Command card, the unit may only move a maximum of 1 hex.
Battle:
• Range Standing: 1 die per block
• Range Moving: dice equal to 1/2 number of blocks round down
• Melee and Battle Back: 1 die per block
Morale: Retreat 2 hexes for each flag
Notes: An Austrian line infantry unit will form a solid square, called a battalion mass. To form a square does not require a Command card to be placed on the Austrian Infantry in Square track (see Section 4 below).
Austrian Light Infantry
Map ID code: LT
Blocks in Unit: 4
Movement in Hexes: 1 and combat or 2 and no combat
Battle:
• Range Standing: 1 die per block, plus 1 die
• Range Moving: dice equal to ½ number of blocks round
down, plus 1 die
• Melee and Battle Back: 1 die per block
Morale: Retreat 1 hex for each flag
Note: The Austrian Light Infantry units represent the battalions of Jaeger (hunter) light infantry.
Austrian Grenzer Light Infantry
Map ID code: GRZ
Blocks in Unit: 4
Movement in Hexes: 1 and combat or 2 and no combat
Battle:
• Range Standing: 1 die per block, plus 1 die
• Range Moving: dice equal to ½ number of blocks round down, plus 1 die
• Melee and Battle Back: 1 die per block, no saber hits except vs lone leaders
Morale: Retreat 2 hexes for each flag
Note: The Grenzer units were the light regiments traditionally stationed on the Hungarian frontier to prevent incursions from the Ottoman Empire in the Balkans.
Austrian Grenadier Infantry
Map ID code: GR
Blocks in Unit: 4
Movement in Hexes: 1
Battle:
• Range Standing: 1 die per block, plus 1 die
• Range Moving: dice equal to ½ number of blocks round down, plus 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
Austrian Militia Infantry
Map ID code: MI
Blocks in Unit: 4
Movement in Hexes: 1
When an Austrian Militia Infantry unit is ordered by a Force March or Bayonet Charge Command card, the unit may only move a maximum of 1 hex.
Battle:
• Range Standing: 1 die per block
• Range Moving: dice equal to ½ number of blocks round down
• Melee Standing and Battle Back: 1 die per block, no saber hits except vs lone leaders
Morale: Retreat 3 hexes for each flag.
Any Austrian infantry unit that moves one or more hexes and engages in ranged combat, battle with one-half the number of blocks rounding down. (5 and 4 blocks = 2, 3 and 2 blocks = 1, 1 block = 0). Light, Grenzer and Grenadier units will add one die to the total number of dice allowed to roll.
On charts there is a bold typo: Austrian Militia are just like other nations in range fire. They have a range of 2 hexes.
Austrian 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
Austrian 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 hits and flags rolled in the initial melee and add the initial numbers to the number of hits and flags rolled on the reroll. The total number of hits 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
Note: May retire and reform when melee attacked by infantry or attacked by infantry/artillery Combined Arms
Austrian 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
Austrian 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
Austrian 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
Austrian 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
Austrian 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 (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 unit does retreat, Leader must retreat with unit.