New Units and Leaders (Expansion 4)

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Prussian 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
When Prussian Line Infantry unit does not move or the unit is battling back, roll 1 additional die in melee
Morale: Retreat 1 hex for the first flag and 2 hexes for each additional flag

Notes: The Prussian Line Infantry unit don´t get the +1 die when using the “First Strike” Command Card.


Prussian 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 down, plus 1 die
• Melee and Battle Back: 1 die per block
Morale: Retreat 1 hex for each flag


Prussian 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 down
• 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


Prussian Guard Grenadier Infantry

Map ID code: GG
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 down, 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


Prussian Reserve Infantry

Map ID code: RI
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 2 hexes for each flag


Prussian 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
A Prussian infantry unit that moves one or more hexes and engages in ranged combat, battle with one-half the number of blocks ounding down. (4 blocks = 2, 3 and 2 blocks = 1, 1 block = 0)


Prussian 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.


Prussian Light Lancer Cavalry

Map ID code: LNCR
Blocks in Unit: 3
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


Prussian 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


Prussian Cuirassier Heavy Cavalry

Map ID code: CU
Blocks in Unit: 3
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


Prussian Militia Lancer Cavalry

Map ID code: MLNCR
Blocks in Unit: 3
Movement in Hexes: 3
Battle:
• Melee: 1 die per block
• No saber hits except initial saber hits or saber hits on flag re-rolls vs lone leaders
• An ordered Militia Lancer unit rerolls all dice with flag results one time for additional unit symbol hits or flags against any defending unit except Cuirassiers. Players must note the number of initial symbol hits and flags rolled in the initial melee and add the initial numbers to the number of unit symbol hits and flags rolled on the reroll. The total number of unit symbol hits and flags rolled are then applied to the defending unit.
• A defending Militia Lancer unit will not reroll flags when it is battling back.
• When a First Strike Command card is played on a Militia Lancer unit a Militia Lancer unit will reroll flags.
Morale: Retreat 3 hexes for each flag
Notes: May retire and reform when melee attacked by infantry or attacked by infantry/artillery Combined Arms


Prussian 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


Prussian 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


Prussian 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


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 and flags rolled in the initial melee and add the initial numbers to the number of unit symbol 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
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

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