The following army roster highlights each unit’s game stats.
Unit Name: Next to the unit name on the unit block is an illustration of the unit block.
Class: In the Tricorne - Jacobite Rising there are four basic infantry unit classes:
- Elite units are well equipped and experienced in battle. Highland clan units are considered elite because of the way they conducted themselves in battle, namely the use of the Highland charge.
- Regular unit formations have some training and battle experience.
- Lowland units, with their background linked closer to English Government doctrine of formation and fire power over the headlong charge of their highland kinfolk, most Lowland units have limited military training and battle experience.
- Militia units have almost no military training and their equipment tends to be meager.
In the 1700’s there were two distinct societies in Scotland. In the lowlands, the people were a mixture of all the races that had invaded England and the Isles. Lowlanders spoke a version of English and lived in a society based on the emerging mercantile economy. The Highlanders, on the other hand, were largely Celtic in ancestry with a sprinkling of Viking and a few other races. The Highlanders lived in a largely feudal society based on loyalty and power, not money.
In the Tricorne - Jacobite Rising there are two classes of cavalry, battle and light. Historically cavalry units throughout this period can at best be classed as light, but in some battle scenarios cavalry actions did impact the battle’s outcome and in these special cases the game has stylized the cavalry units and classed them as battle cavalry.
In the Tricorne - Jacobite Rising there are two classes of artillery, trained and light. Both Jacobite and Government armies throughout the period suffer from the lack of trained artillery and the lack of equipment, especially for the Jacobite army. The Government army would finally field units of trained artillery at the Battle of Culloden, which help gain a victory and put an end to the risings.
In the Tricorne - Jacobite Rising, in addition to leaders that are pictured as mounted, each army may field in some scenarios special units that have a Clan Chief marker for the Jacobite army or a Chief Offcer marker for the Government army.
Movement in Hexes: Is the number of hexes a unit may move when ordered.
Battle: The number of hexes to the enemy unit being targeted determines the base number of battle dice rolled in combat. The number in ( ) is the base number of dice a unit will roll in melee combat, followed by the base number of dice the unit will roll as range increases.
For example, a Regular Infantry unit battle at: (2), 2, 1: The unit’s base number in melee (adjacent hex) is 2 dice. In ranged combat at a range of two hexes to target, the unit’s base number is 2 dice. In ranged combat at a range of three hexes to target, the unit’s base number is 1 die.
Note - The number of block losses a unit has suffered does not affect the number of battle dice the unit rolls in combat. A unit with a single block retains the same combat strength as a unit at full strength.
Morale: The number of flags a unit may ignore, and when the unit does retreat, lists the number of hexes the unit must retreat for each flag.
Rally Check: Number of additional dice a unit will roll when making a rally check.
Notes: Lists any unit special abilities.