Advanced rules:
These rules asume that you are using our army cards.
1. Infantry rules
· Unless specifically noted, infantry hit on color&shield except when they have moved, in which case they hit on color only at ranges 2 or more (range 1 remains the same). Most light units hit on color and count shields like flags, but do not suffer a penalty from firing after they have moved.
· When fighting back versus cavalry, infantry only hit on color. Shields are treated as a miss.
2. Cavalry rules
· Lots of cavalry follow special rules as indicated by their army cards.
· When a card refers to ‘charge’ or ‘charging’, it means that the unit must have moved at least 1 hex before attacking an enemy unit in melee/PB. A unit is only considered to be charging during the first turrn it is fighting this opponent (including pursuit).
3. Artillery rules
· Artillery hits on colors and counts shields rolled as flags instead.
· Artillery only hits on colors in fightbacks, shields are counted a miss.
· Light and medium artillery may, repectively, move 2 and 1 hex, but are then not allowed to fire.
· Mounted artillery may move and fire, but shields are counted as a miss.
· Heavy artillery may move 1 hex, but not fire. The following turn, it may either move yet 1 hex and not fire (if it is activated), or setup the guns (it does not have to be ordered for this) without moving or firing, just preparing to fire again the turn thereafter.
4. War Council
As in Battlelore, players can form their own War Council. Naturally, we have replaced the Wizards, Priest, Rogues and Warriors with more Napoleonic version. The Napoleonic era was filled with dashing cavlry commanders, unyielding infantry veterans and superior artillerists. Although we will be providing special character cards representing the famous warleaders of that age, you may also pick your own war council members. As in battlelore, players agree to a fixed number of war council levels that they can spend as a maximum (you may spend less). They can then just pay the PV (point value) for each commander as they see fit.
· The Army General
Each army needs a man to command it. His rating determines the size of your command hand and ultimately the size of your tactics hand. Every army comes with a free Level 1 commander (He just takes 1 level of your war council level allowance). Other levels are purchase as follows:
Level 1 0 PV 1 council level
Level 2 25 PV 2 council levels
Level 3 55 PV 3 council levels
Napoleon and Wellingtong would be considered level 3 with an extra bonus(they will have special abilities also on their army card) . Blucher and Kutusov would also be level 3 but with less extras.
· Cavalry General
Commanding the cavalry branch of the army, these dashing generals would often lead the grand charge of the heavy currasier cavalry or organise the counter attacks of the light cavalry. They would also control the scouts of the army, gathering information aboout the enemy’s troops concentrations and movements. The army does not have to contain a cavalry general, in wich case they don’t have to spend points on it. The level of your cavalry general determines how effective your cavalry tactical cards will be and how many points they will cost.
Having no cavalry general means you will have to pay 3 extra lore (leadership) to play cavalry tactical cards and their effect will be only like a level 1 general. Levels are purchased as follows:
Level 1 15 PV 1 council level
Level 2 35 PV 2 council levels
Level 3 60 PV 3 council levels
· Infantry generals
Leading the infantry of an entire army was a difficult job during the Napoleonic Wars. Imagine having to
command over 100000 soldiers withour any high-tech means of communication. Providing march
orders, supplies, ammo and replacements...all without any other means but horse-messengers. The
army does not have to contain an infantry general, in wich case they don’t have to spend points on it. The
level of your infantry general determines how effective your infantry tactical cards will be and how many
points they will cost. Having no infantry general means you will have to pay 3 extra lore (leadership) to
play infantry tactical cards and their effect will be only like a level 1 general. Levels are purchased as
follows:
Level 1 15 PV 1 council level
Level 2 35 PV 2 council levels
Level 3 60 PV 3 council levels
History is filled with courageous infantry commanders, inspiring their men to great
deeds, holding the line against all odds or carrying the assault in the face of enemy artil
lery fire. Again, we will provide some special leader cards to use for existing historical
figures.
· Artillery generals
Althoug less ‘heroic’ than cavalry commanders and less numerous as infantry commanders, Artillery
generals were important figures for their support, placement and accuracy was often vital to win a battle.
as a result, experienced artillery commanders were hot in demand. Napoleon himself was an artillery
expert.The army does not have to contain an artillery general, in wich case they don’t have to spend points
on it. The level of your artilery general determines how effective your artillery tactical cards will be and how
many points they will cost. Having no artillery general means you will have to pay 3 extra lore (leadership)
to play artillery tactical cards and their effect will be only like a level 1 general. Levels are purchased as
follows:
Level 1 15 PV 1 council level
Level 2 35 PV 2 council levels
Level 3 60 PV 3 council levels
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