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CONTENTS (Expansion 6)

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1 Rule and Scenarios Booklet
2 EPIC Battlefield map boards (left and right)
2 La Grande Battlefield map sheets (left and right)
6 double-sided EPIC Scenario Cards (12 EPIC Scenarios)
1 double-sided La Grande Battles Scenario Card (2 La Grande
Battles Scenarios)
1 Terrain Effects card
3 Card Sheets
• 33 double-sided Terrain Tiles
• 54 Victory Banner counters (9 French, 9 British, 9 Spanish, 9 Russian, 9 Austrian, 9 Prussian)
• 12 Square counters (2 French, 2 British, 2 Spanish, 2 Russian, 2 Austrian, 2 Prussian)
• 18 Garrison markers (6 Russian, 6 Austrian, 6 Prussian)
• 9 French Conscript round counters (new counter)
• 3 Spanish Guerrilla counters
• 3 Russian Mother Russia counters
• 3 Prussian Iron Will counters
1 Cardstock Courier Rack assembly
8 Battle Dice and Labels
152 Unit Blocks and 3 Label Sheets
• 120 small blocks for Infantry units
• 12 medium blocks for Cavalry units
• 9 rectangular blocks for Artillery units
• 11 rectangular blocks for Leaders

Note: There will be a few spare blocks of all sizes in each color.

Battlefield Map Boards

To create an EPIC size battlefield of 11 hexes deep by 20 hexes wide, players will need to set the two mounted game boards side by side.

To create the La Grande Battles battlefield of 11 hexes deep by 26 hexes wide, players will need to set the two map sheets side by side.

 

EPIC Scenario Cards

The 12 EPIC scenarios are on six 11x12 inch scenario cards.

La Grande Battles Scenario Cards

The two La Grande Battles scenarios are on one 11x17 inch scenario card.

Units and Leaders

Each unit is composed of a certain number of blocks. The number of blocks, in a unit, may vary by unit type and Nation and is detailed on the National Unit Reference Card.
A General, Marshal or Field Officer of any rank (hereafter referred to as a Leader) is represented by one rectangular block. A single Leader block is not considered a unit.

Units and Leaders Visual Identification Aids

This expansion uses several unit-class icons to assist players with set up and unit recognition. The complete list of icons follows for player reference.
Flaming grenade icon: Grenadier infantry: upper left or right of each sticker for the following unit types— Grenadier, Guard Grenadier, Old Guard Bugle icon: Light infantry: upper left or right of each sticker for the following unit types—Light, Rifle Light, Guard Light, and Young Guard Cavalry helmet icon: Heavy cavalry: upper left or right of each sticker for the following unit types—Heavy, Guard Heavy, Heavy Cuirassier Horse head icon: upper left or right of each sticker for the following unit types—Horse artillery.
Line, Reserve and Militia Infantry, Light Cavalry (Light, Guard Light, Light or Militia Light Lancers and Cossack) and Foot Artillery (Regular and Guard) classes of units do not have a special icon.

Terrain Tiles

The Terrain Tiles represent a wide range of terrain features and are placed on the battlefield to recreate the historical scenario.

Victory Banner Counters

Victory Banner counters will track a player’s quest for victory.
Although additional counters for each nation are provided in this expansion, a scenario’s Victory Banner count may still exceed the number of available counters. Players will need to improvise, and may opt to use a coin or the opposition player’s last block of an eliminated unit, to track victory

Victory Banner Explanations

To reduce the amount of text in a scenario’s briefing notes, the following terms are used to describe some common Victory Banner Objective Hex conditions:
Note: Garrisons occupying Victory Banner hexes will count as units for purposes of control.
Note: All Turn Start Victory Banners (temporary and permanent) are awarded at the start of a player’s turn. All other Victory Banners (temporary and permanent) are awarded during a player’s turn when earned. All Temporary Victory Banners, whether gained at turn start or during the turn, are lost at the moment the condition for its award is no longer fulfilled.

Temporary Victory Banner Objective Hex

The Victory Banner in this objective hex is gained immediately when the appropriate side occupies the hex. The Victory Banner is held only as long as a unit of the appropriate side holds the hex.
If the unit vacates the hex for any reason (movement, retreat or elimination) during its own turn or during the opponent’s turn, the Victory Banner is immediately lost and placed back in play in its original position on the objective hex.

Temporary Victory Banner Objective Hex (Turn Start)

The Victory Banner in this objective hex is gained when a unit of the appropriate side occupies the hex at the start of its turn.
If the unit vacates the hex for any reason (movement, retreat or elimination) during its own turn or during the opponent’s turn, the Victory Banner is immediately lost and placed back in play in its original position on the objective hex.

Temporary Group Victory Banner Objective Hexes

A number of hexes together form a Group Victory Banner objective.
The appropriate side that occupies all of the objective hexes will immediately gain one or more Victory Banners. As long as all objective hexes are occupied, the Victory Banners will count. If any hexes in the group are not occupied for any reason (movement, retreat or elimination) during its own turn or during the opponent’s turn, the Victory Banners for the group are immediately lost.

Temporary Group Victory Banner Objective Hexes (Turn Start)

A number of hexes together form a Group Victory Banner objective.
The appropriate side that occupies all of the objective hexes at the start of its turn will gain one or more Victory Banners. As long as all objective hexes are occupied, the Victory Banners will count. If any hexes in the group are not occupied for any reason (movement, retreat or elimination) during its own turn or during the opponent’s turn, the Victory Banners for the group are immediately lost.

Temporary Majority Victory Banner Objective Hexes

The Victory Banner for this group of objective hexes is immediately gained when the appropriate side has units occupying an absolute majority of hexes in the group at the start of its turn.
Absolute majority means to occupy more of these objective hexes than your opponent. Occupying one hex when your opponent occupies none, for example, would be an absolute majority. The Victory Banner is retained as long as the side has an absolute majority. The Victory Banner is immediately lost when a side no longer has an absolute majority.

Temporary Majority Victory Banner Objective Hexes (Turn Start)

The Victory Banner for this group of objective hexes is gained when the appropriate side has units occupying an absolute majority of hexes in the group at the start of its turn. Absolute majority means to occupy more of these objective hexes than your opponent. Occupying one hex when your opponent occupies none, for example, would be an absolute majority. The Victory Banner is retained as long as the side has an absolute majority.
The Victory Banner is immediately lost when a side no longer has an absolute majority.

Permanent Victory Banner Objective Hex

The Victory Banner in this objective hex is gained immediately when the appropriate side occupies the hex. The Victory Banner, once gained, is not returned or put back in play, even if the unit later vacates the hex for any reason (movement, retreat or elimination).

Permanent Victory Banner Objective Hex (Turn Start)

The Victory Banner in this objective hex is gained when the appropriate side occupies the hex at the start of its turn. The Victory Banner, once gained, is not returned or put back in play, even if the unit later vacates the hex for any reason  movement, retreat or elimination).

Breakthrough Objective (new)

When a player’s Victory Banner objective requires his forces to achieve a Breakthrough, each unit that exits the battlefield from an opponent’s baseline hex, gains that player one Permanent Victory Banner. To exit, the unit must be ordered and move off the battlefield. A unit must start its turn on an opponent’s baseline hex to exit off the battlefield and thereby gain a Permanent Victory Banner.

Time Pressure Objective (new)

When Time Pressure rules are in effect against the attacker, the defending player, after playing a “Scout (Left, Centre or Right)” Command card, may take a Permanent Victory Banner and draw one Command card instead of drawing two Command cards at the end of his turn. Taking a Permanent Victory Banner, instead of drawing two Command cards is not allowed, if doing so would give the player his final Victory Banner to win the battle.

Applying the Stickers: Apply appropriate unit stickers to the fronts and backs of the blocks for each unit. Place the French unit labels on the dark blue blocks, British unit labels on the red blocks, Russian unit labels on the green blocks, Austrian unit labels on the white blocks and Prussian unit labels on the medium gray blocks. We suggest that you separate the blocks by color, then sort blocks by size. Start with the French units. Pull out 12 small size dark blue blocks. Find the French Line  Infantry stickers on sheet #1. Peel and place a sticker on the front and back of the 12 small size dark blue blocks. When you run out of the 12 blocks, move onto the French Light Infantry. Pull out 16 small size dark blue blocks. Find the French Light Infantry stickers on sheet #1.
Peel and place stickers on the front and back of the 16 small size dark blue blocks. When you run out of the 16 blocks, move on to the French Leader that needs 1 rectangular block. Keep going in this fashion until all the French units and leaders are completed.
Then move on to the British unit red blocks. It will take a little time, but it will be worth the effort!

A few extra blocks and stickers are supplied as spares.

Infantry in Square Counters

The new square counters, numbered 5 and 6, are used to track infantry units that have formed square on the battlefield. There are two new counters for each Nation, “Square 5” and “Square 6”. For updated rules, see the “New Game Mechanics” Square rule sections.

Garrison Markers

Although the rules for Garrison markers were introduced in the Generals, Marshals & Tacticians expansion, we have taken this opportunity to elaborate and clarify them.

An Infantry unit with two or more blocks that occupies any building, walled garden or walled farm hex at the start of the turn, and is ordered to move out of that hex, may leave a Garrison in the hex.
One Line Infantry block is taken from the army pool of blocks not deployed in the scenario, and is placed on the hex along with a Garrison marker showing the proper side face up. The departing Infantry unit does not lose a block in order to create the Garrison. A qualifying Infantry unit may form multiple Garrisons during the course of a scenario.
A Garrison block is treated like an Infantry unit with the following exceptions:
• A Garrison block may not move.
• A Garrison block will battle with 1 die. Command and Tactician cards, however, can modify its battle dice. A Garrison block may not battle the turn it is placed.
• A Garrison block does not receive any National modifiers.
• A Garrison block may not ignore a flag for any reason and is eliminated when a flag is rolled against it.
• A Garrison block, when eliminated, does not count as a Victory Banner.
• A friendly unit may enter a Garrison hex. When the unit enters, the Garrison marker and Infantry block are removed.
The entering unit does not gain a block when the Garrison is removed.
• A unit may not retreat into a Garrison hex.
• A Garrison may not form square.
• A Garrison does not provide support.

Important Note: A Garrison marker with an Infantry block by definition, meets the requirement of occupying a hex. Therefore, either a Garrison marker and its Infantry block or an Infantry unit of one or more blocks will fulfill a victory objective condition that requires a building, walled garden or walled farm to be occupied by that side’s army.

Courier Rack

The Courier Rack is used in both EPIC and La Grande Battles scenarios. The rack is placed next to the deck of Command cards at one end of the map. Prior to a battle, the Courier Rack needs to be assembled.

Battle Dice

Each battle die has six blank indented sides that will require stickers. Each die should have the following stickers placed on its indented faces: two Infantry symbols, one Cavalry symbol, one Artillery symbol, one Flag symbol, and one Saber symbol.
• Infantry: black symbol on blue background
• Cavalry: black symbol on yellow background
• Artillery: black symbol on red background
• Flag: white symbol on black background
• Sabers: white symbol on black background

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Expansion 6 Scenarios

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The most important qualification of a soldier is fortitude under fatigue and privation. Courage is only second; hardship, poverty and want are the best school for a soldier.~Napoleon