Unit Abilities
In addition to the unit abilities in the Basic Rules, the front of each Unit Card shows some other information:
Attack Values
The orders you assign to a unit may modify its Attack Values, as can the terrain your unit occupies. These modifiers always apply to both Attack Values.
If a unit has an Honor Marker, both of its Attack Values are increased by +1 (see Honor).
Fortitude
No matter how well trained they are, warriors on the battlefi eld are still human: they hope to survive the battle! The willingness of soldiers to continue fighting when things get tough is represented in the game by the unit’s “Fortitude”. Fortitude determines how a unit will react to the psychological impact caused by suff ering casualties and enemy attacks on their flank or rear. A unit’s Fortitude can change during the game.
You must always mark the current Fortitude value in the corresponding box of the Unit Card (see Fortitude Tests).
A unit’s Fortitude immediately decreases when the unit suffers casualties (-1 Fortitude for each casualty).
If a unit has a Commander, it receives a +3 bonus to its Fortitude.
If a unit is within 2 hexes of a friendly General Staff unit, it receives a +4 bonus to its Fortitude.
If a unit has an Honor Marker, its Fortitude value increases by +2.
The unit’s orders and the terrain it occupies may also modify its Fortitude (See Orders and Terrain Modifiers).
Order Modifiers
Below the unit’s abilities is a row of boxes you can use to write down the ability modifi ers the unit receives from the orders you have issued to that unit (see Orders).
Unit Conditions
Beneath the Order Modifi ers row is a chart showing all of the diff erent conditions that may apply to that unit, as well as the modifi ers that those conditions apply to the unit’s abilities.
The Order Chart
The columns of the Order Chart show the ability modifiers that apply to the unit for each order.
The Course of the Battle
Each turn is now divided into three phases:
1. Morale Phase
2. Planning Phase
3. Execution Phase
The Planning Phase and Execution Phase are played the same as the Basic Rules.
The Morale Phase
All units that are Hesitant, Shaken, or Panicked must make a Fortitude Test. If a unit passes this test, its Morale Level will improve. If it fails, the Morale Level does not change (see Unit Morale).