Russian 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 card is played on a Lancer unit, the 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

Russian Militia Light Lancer Cavalry

Map ID code: MLNCR
Blocks in Unit: 4
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 card is played on a Militia Lancer unit, the 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

General rule for all Lancer units: Until this expansion, First Strike cards were part of the Command deck, but now have been moved to the Tactician deck. When playing battles using the GMT deck of Command cards and Tactician cards make a mental note that First Strike cards are no longer Command cards, but Tactician cards instead.
Rules/FAQ for First Strike and Short Supply (which are now a part of the tactician deck) remain the same, no changes. It is just a reminder.
Richard Borg, June, 11 - 2015

British Rocket Battery

Map ID code: RB
Blocks in Unit: 3
Movement in Hexes: 1 or 2 hexes and no combat
Battle:
• An ordered Rocket Battery unit, which does not move, may target an enemy unit 5 or fewer hexes away in any direction.
• In ranged combat, a Rocket Battery does not require line of sight to target an enemy unit.
• In ranged combat, terrain does not reduce the number of dice.
• In ranged combat, a Rocket Battery always rolls 2 dice unless increased by an appropriate Tactician card.
• In ranged combat, to score a hit on the target unit 2 icons of the target unit must be rolled.
• In ranged combat, the enemy target unit may not ignore flags rolled against it for any reason.
• In ranged combat, 2 saber icons rolled will score a hit on the Rocket Battery unit.
• When targeted in ranged combat, the Rocket Battery takes one hit for each artillery icon rolled.
• The number of dice a Rocket Battery battles with is not reduced when the unit only has one block.
• A Rocket Battery may not perform a combined arms attack.
• In melee a Rocket Battery follows the same rules as a Horse Artillery unit.
• In melee a Rocket Battery battles with 2 dice.
Morale: Retreat 1 hex for each flag

HISTORICAL NOTE: Napoleonic era rockets were a novelty, often inspiring fear (mandatory target unit retreat on any flags rolled), but inflicting little damage (two target unit icons required for one hit on a target unit). In addition to being unpredictable in flight, rockets were prone to explode upon launch (the owning player’s Rocket Battery takes one hit when the two rocket dice rolled are both sabers).

French Guard Horse Artillery

Map ID code: GHA
Blocks in Unit: 3
Movement in Hexes: 1 and combat, 2 hexes no combat
Battle: +1 die in melee, further see Horse Artillery combat sections in core game rules
Morale: May ignore 2 flags, if unit does retreat, retreat 1 hex for each flag

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