napoleonic units
TRANSCRIPT
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French Line Infantry
Map ID code: LN
Blocks in Unit: 4
Movement in Hexes:
Battle:
! "an#e Fire $tandin#: die per %lock
! "an#e Fire Movin#: dice e&'al to () n'm%er of %locks ro'nd 'p
! Melee and Battle Back: die per %lock* +hen %attlin# a#ainst INF , die
Morale: "etreat hex for each -a#
French Li#ht Infantry
Map ID code: L.
Blocks in Unit: 4
Movement in Hexes: and com%at or ) and no com%at
Battle:
! "an#e Fire $tandin#: die per %lock/ pl's die
! "an#e Fire Movin#: dice e&'al to () n'm%er of %locks ro'nd 'p/ pl's die
! Melee and Battle Back: die per %lock
Morale: "etreat hex for each -a#
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French 0renadier Infantry
Map ID code: 0"
Blocks in Unit: 4
Movement in Hexes:
Battle:
! "an#e Fire $tandin#: die per %lock
! "an#e Fire Movin#: dice e&'al to () n'm%er of %locks ro'nd 'p
! Melee and Battle Back: die per %lock/ pl's die
Morale: May i#nore -a#/ if 'nit does retreat/ retreat hex for each -a#
French 1ld 0'ard Infantry
Map ID code: 10
Blocks in Unit: 4
Movement in Hexes:
Battle:
! "an#e Fire $tandin#: die per %lock/ pl's die
! "an#e Fire Movin#: dice e&'al to () n'm%er of %locks ro'nd 'p/ pl's die
! Melee and Battle Back: die per %lock/ pl's ) dice
Morale: May i#nore ) -a#s/ if 'nit does retreat/ retreat hex for each -a#
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French 2o'n# 0'ard Infantry
Map ID code: 20
Blocks in Unit: 4
Movement in Hexes: and com%at or ) and no com%at
Battle:
! "an#e Fire $tandin#: die per %lock/ , die
! "an#e Fire Movin#: dice e&'al to () n'm%er of %locks ro'nd 'p/ , die! Melee and Battle Back: die per %lock/ , die
Morale: May i#nore -a#/ if 'nit does retreat/ retreat hex for each -a#
French Militia Infantry
Map ID code: MI
Blocks in Unit: 4
Movement in Hexes:
Battle:
! "an#e Fire $tandin#: die per %lock
! "an#e Fire Movin#: dice e&'al to () n'm%er of %locks ro'nd do3n
! Melee and Battle Back: die per %lock/ no sa%er hits except vs lone leaders
Morale: "etreat hexes for each -a#
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French Li#ht 5avalry
Map ID code: L5
Blocks in Unit: 4
Movement in Hexes:
Battle:
! Melee: die per %lock
Morale: "etreat hex for each -a#
Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery5om%ined 6rms7
French Li#ht Lancer 5avalry
Map ID code: LN5"
Blocks in Unit: 4
Movement in Hexes:
Battle:
! Melee: die per %lock
! 6n ordered Lancer 'nit rerolls all dice 3ith -a# res'lts one time for additional 'nit sym%ol hits/
sa%ers or -a#s a#ainst any defendin# 'nit except 5'irassiers7 8layers m'st note the n'm%er of initial
'nit sym%ol hits/ s3ords and -a#s rolled in the initial melee and add the initial n'm%ers to the
n'm%er of 'nit sym%ol hits/ s3ords and -a#s rolled on the reroll7 .he total n'm%er of 'nit sym%ol
hits/ s3ords and -a#s rolled are then applied to the defendin# 'nit7
! 6 defendin# Lancer 'nit 3ill not reroll -a#s 3hen it is %attlin# %ack7
! +hen a First $trike 5ommand card is played on a Lancer 'nit a Lancer 'nit 3ill reroll -a#s7
Morale: "etreat hex for each -a#
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Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery
5om%ined 6rms
French Heavy 5avalry
Map ID code: H5
Blocks in Unit: 4
Movement in Hexes: )
Battle:
! Melee: die per %lock/ pl's die
Morale: "etreat hex for each -a#
Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery
5om%ined 6rms
French 5'irassier Heavy 5avalry
Map ID code: 5U
Blocks in Unit: 4
Movement in Hexes: )
Battle:
! Melee: die per %lock/ pl's die
Morale: May i#nore -a#/ if 'nit does retreat/ retreat hex for each -a#
Notes:
! May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery 5om%ined
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6rms
! I#nore one hit 3hen attacked in ran#ed com%at %y infantry
! 6 Lancer 'nit 3ill not reroll -a# res'lts 3hen in melee com%at a#ainst 5'irassiers
French 0'ard Heavy 5avalry
Map ID code: 0H5
Blocks in Unit: 4
Movement in Hexes: )
Battle:
! Melee: die per %lock/ pl's die
Morale: May i#nore ) -a#s/ if 'nit does retreat/ retreat hex for each -a#
Notes:
! May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery 5om%ined
6rms
French 0'ard Li#ht 5avalry
Map ID code: 0L5
Blocks in Unit: 4
Movement in Hexes:
Battle:
! Melee: die per %lock
Morale: May i#nore ) -a#s/ if 'nit does retreat/ retreat hex for each -a#
Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery
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5om%ined 6rms
French Foot 6rtillery
Map ID code: F6
Blocks in Unit:
Movement in Hexes: and no com%at
Battle: $ee artillery com%at section in core #ame r'les
Morale: "etreat hex for each -a#
French Horse 6rtillery
Map ID code: H6
Blocks in Unit:
Movement in Hexes: and com%at/ ) hexes no com%at
Battle: $ee artillery com%at section in core #ame r'les
Morale: "etreat hex for each -a#
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French 0'ard Foot 6rtillery
Map ID code: 0F6
Blocks in Unit:
Movement in Hexes: and com%at/ ) hexes no com%at
Battle:
! Melee: die per %lock/ pl's die
Morale: May i#nore ) -a#s/ if 'nit does retreat/ retreat hex for each -a#
French Leader
Map ID code: $tar
Movement in Hexes: if alone* if attached to a 'nit it moves as the 'nit
Battle: If alone/ it may not %attle7 If attached to a 'nit it 3ill modify the n'm%er of dice a 'nit 3ill roll
3hen a Leadership card is played9'nit rolls one additional die
Morale:
! If alone none ;the Leader m'st retreat after s'rvivin# a melee attack/ and 3ill attempt to escape
thro'#h enemy 'nits/ if retreat path is occ'pied %y enemy 'nits<
! .he 'nit a Leader is attached to may i#nore one -a#7 If the 'nit does retreat/ the Leader m'st retreat
3ith the 'nit
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British Line Infantry
Map ID code: LN
Blocks in Unit: 4
Movement in Hexes:
Battle:
! "an#e Fire $tandin#: die per %lock/ , die
! "an#e Fire Movin#: dice e&'al to () n'm%er of %locks ro'nd 'p
! Melee and Battle Back: die per %lockMorale: "etreat hex for each -a#
British Li#ht Infantry
Map ID code: L.
Blocks in Unit: =
Movement in Hexes: and com%at or ) and no com%at
Battle:
! "an#e Fire $tandin#: die per %lock/ pl's die
! "an#e Fire Movin#: dice e&'al to () n'm%er of %locks ro'nd 'p/ pl's die
! Melee and Battle Back: die per %lock
Morale: "etreat hex for each -a#
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British 0renadier Infantry
Map ID code: 0"
Blocks in Unit: 4
Movement in Hexes:
Battle:
! "an#e Fire $tandin#: die per %lock/ , die
! "an#e Fire Movin#: dice e&'al to () n'm%er of %locks ro'nd 'p/ , die
! Melee and Battle Back: die per %lock/ pl's dieMorale: May i#nore -a#/ if 'nit does retreat/ retreat hex for each -a#
British 0'ard 0renadier Infantry
Map ID code: 00
Blocks in Unit: =
Movement in Hexes:
Battle:
! "an#e Fire $tandin#: die per %lock/ pl's die
! "an#e Fire Movin#: dice e&'al to () n'm%er of %locks ro'nd 'p/ pl's die
! Melee and Battle Back: die per %lock/ pl's die
Morale: May i#nore ) -a#s/ if 'nit does retreat/ retreat hex for each -a#
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British "i-e Li#ht Infantry
Map ID code: "L
Blocks in Unit:
Movement in Hexes: and com%at or ) and no com%at
Battle:
! "an#e Fire $tandin#: die per %lock/ , die
! "an#e Fire Movin#: dice e&'al to () n'm%er of %locks ro'nd 'p/ , die
! Melee and Battle Back: die per %lock/ no sa%er hits except vs lone leadersMorale: "etreat hex for each -a#
British Li#ht 5avalry
Map ID code: L5
Blocks in Unit:
Movement in Hexes:
Battle:
! Melee: die per %lock
Morale: "etreat hex for each -a#
Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery
5om%ined 6rms7
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British Heavy 5avalry
Map ID code: H5
Blocks in Unit:
Movement in Hexes: )
Battle:
! Melee: die per %lock/ pl's die
Morale: "etreat hex for each -a#
Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery5om%ined 6rms
French 0'ard Heavy 5avalry
Map ID code: 0H5
Blocks in Unit:
Movement in Hexes: )
Battle:
! Melee: die per %lock/ pl's die
Morale: May i#nore ) -a#s/ if 'nit does retreat/ retreat hex for each -a#
Notes:
! May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery 5om%ined
6rms
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British Foot 6rtillery
Map ID code: F6
Blocks in Unit:
Movement in Hexes: and no com%at
Battle: $ee artillery com%at section in core #ame r'les
Morale: "etreat hex for each -a#
British Horse 6rtillery
Map ID code: H6
Blocks in Unit:
Movement in Hexes: and com%at/ ) hexes no com%at
Battle: $ee artillery com%at section in core #ame r'les
Morale: "etreat hex for each -a#
British Leader
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Map ID code: $tar
Movement in Hexes: if alone* if attached to a 'nit it moves as the 'nit
Battle: If alone/ it may not %attle7 If attached to a 'nit it 3ill modify the n'm%er of dice a 'nit 3ill roll
3hen a Leadership card is played9'nit rolls one additional die
Morale:
! If alone none ;the Leader m'st retreat after s'rvivin# a melee attack/ and 3ill attempt to escape
thro'#h enemy 'nits/ if retreat path is occ'pied %y enemy 'nits<
! .he 'nit a Leader is attached to may i#nore one -a#7 If the 'nit does retreat/ the Leader m'st retreat
3ith the 'nit
8ort'#'ese Line Infantry
Map ID code: LN
Blocks in Unit: 4
Movement in Hexes:
Battle:
! "an#e Fire $tandin#: die per %lock
! "an#e Fire Movin#: dice e&'al to () n'm%er of %locks ro'nd do3n
! Melee and Battle Back: die per %lock
Morale: "etreat hex for each -a#
8ort'#'ese Li#ht Infantry
Map ID code: L.
Blocks in Unit:
Movement in Hexes: and com%at or ) and no com%at
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Battle:
! "an#e Fire $tandin#: die per %lock/ , die
! "an#e Fire Movin#: dice e&'al to () n'm%er of %locks ro'nd do3n/ , die
! Melee and Battle Back: die per %lock
Morale: "etreat hex for each -a#
8ort'#'ese Militia Infantry
Map ID code: MI
Blocks in Unit: 4
Movement in Hexes:
Battle:
! "an#e Fire $tandin#: die per %lock
! "an#e Fire Movin#: dice e&'al to () n'm%er of %locks ro'nd do3n
! Melee and Battle Back: die per %lock/ no sa%er hits except vs lone leaders
Morale: "etreat hexes for each -a#
8ort'#ese Li#ht 5avalry
Map ID code: L5
Blocks in Unit:
Movement in Hexes:
Battle:
! Melee: die per %lock
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Morale: "etreat hex for each -a#
Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery
5om%ined 6rms7
8ort'#'ese Heavy 5avalry
Map ID code: H5
Blocks in Unit:
Movement in Hexes: )
Battle:
! Melee: die per %lock/ pl's die
Morale: "etreat hex for each -a#
Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery
5om%ined 6rms
8ort'#'ese Foot 6rtillery
Map ID code: F6
Blocks in Unit:
Movement in Hexes: and no com%at
Battle: $ee artillery com%at section in core #ame r'les
Morale: "etreat hex for each -a#
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8ort'#'ese Leader
Map ID code: $tar
Movement in Hexes: if alone* if attached to a 'nit it moves as the 'nit
Battle: If alone/ it may not %attle7 If attached to a 'nit it 3ill modify the n'm%er of dice a 'nit 3ill roll
3hen a Leadership card is played9'nit rolls one additional die
Morale:
! If alone none ;the Leader m'st retreat after s'rvivin# a melee attack/ and 3ill attempt to escape
thro'#h enemy 'nits/ if retreat path is occ'pied %y enemy 'nits<
! .he 'nit a Leader is attached to may i#nore one -a#7 If the 'nit does retreat/ the Leader m'st retreat
3ith the 'nit
$panish Line Infantry
Map ID code: $>LN
Blocks in Unit: 4
Movement in Hexes:
Battle:! "an#ed Fire $tandin#: die per %lock
! "an#ed Fire Movin#: dice e&'al to () n'm%er of %locks ro'nded do3n/ min's die
! Melee $tandin# and Battle Back: die per %lock
! Melee Movin#: die per %lock/ min's die
Morale: "etreat ) hexes for each -a#
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$panish Li#ht Infantry
Map ID code: $>L.
Blocks in Unit: =
Movement in Hexes: or ) and no %attle
Battle:
! "an#ed Fire $tandin#: die per %lock
! "an#ed Fire Movin#: dice e&'al to () n'm%er of %locks ro'nded do3n! Melee $tandin# and Battle Back: die per %lock
! Melee Movin#: die per %lock/ min's die
Morale: "etreat ) hexes for each -a#
$panish 0renadier Infantry
Map ID code: $>0"
Blocks in Unit: 4
Movement in Hexes:
Battle:! "an#ed Fire $tandin#: die per %lock
! "an#ed Fire Movin#: dice e&'al to () n'm%er of %locks ro'nded do3n
! Melee and Battle Back: die per %lock/ pl's die
Morale: May i#nore -a#/ if 'nit does retreat/ retreat ) hexes for each -a#
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$panish Militia Infantry
Map ID code: $>MI
Blocks in Unit: 4
Movement in Hexes:
Battle:
! "an#ed Fire $tandin#: die per %lock
! "an#ed Fire Movin#: dice e&'al to () n'm%er of %locks ro'nded do3n/ min's die
! Melee $tandin# and Battle Back: die per %lock/ no sa%er hits except vs lone leaders
! Melee Movin#: die per %lock/ min's die/ no sa%er hits except vs lone leaders
Morale: "etreat hexes for each -a#
$panish Li#ht 5avalry
Map ID code: $>L5
Blocks in Unit:
Movement in Hexes:
Battle ;Melee only<: die per %lock
Morale: "etreat ) hexes for each -a#
Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery
5om%ined 6rms
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$panish Heavy 5avalry
Map ID code: $>H5
Blocks in Unit:
Movement in Hexes: )
Battle ;Melee only<: die per %lock/ pl's die
Morale: "etreat ) hexes for each -a#
Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery
5om%ined 6rms
$panish 5'irassier Heavy 5avalry
Map ID code: $>5U
Blocks in Unit:
Movement in Hexes: )
Battle ;Melee only<: die per %lock/ pl's die
Morale: May i#nore -a#/ if 'nit does retreat/ retreat ) hexes for each -a#
Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery
5om%ined 6rms
I#nore one hit 3hen attacked in ran#ed com%at %y infantry
Lancers do not re>roll -a# res'lts
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$panish Foot 6rtillery
Map ID code: $>F6
Blocks in Unit:
Movement in Hexes: and no %attle
Battle: $ame as French/ British or 8ort'#'ese artillery7 $ee standard r'le %ooklet7
Morale: "etreat hexes for each -a#
$panish Leader
Map ID code: $tar
Movement in Hexes: if alone* if attached to a
'nit it moves as the 'nit does7
Battle: If alone/ it may not %attle7 If attached to a 'nit it 3ill modify the n'm%er of dice a 'nit 3ill roll
3hen a Leadership card is played9'nit rolls one additional die7
Morale:
! If alone none ;m'st retreat after s'rvivin# a melee attack/ and 3ill attempt to escape thro'#h
enemy 'nits/ if retreat path is occ'pied %y enemy 'nits<7
! Unit Leader is attached to may i#nore one -a#/ if 'nit does retreat Leader m'st retreat 3ith 'nit7
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French Li#ht Lancer 5avalry
Map ID code: LN5"
Blocks in Unit: 4
Movement in Hexes:
Battle ;Melee only<: die per %lock7 1rdered Lancer 'nits reroll all dice 3ith -a# res'lts one time for
additional 'nit hits/
sa%ers or -a#s a#ainst any defendin# 'nit except 5'irassiers7
Note the n'm%er of initial -a#s rolled in the initial melee and add this n'm%er to the n'm%er of -a#s
rolled on the re>roll7 .otal n'm%er of -a#s rolled/ pl's all 'nit hits and sa%ers rolled are then applied
to the defendin# 'nit7 Defendin# Lancers do not re>roll -a#s 'nless a First $trike 5ommand card is
played7
Morale: "etreat hex for each -a#
Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery
5om%ined 6rms
French Li#ht 0'ard 5avalry
Map ID code: 0L5
Blocks in Unit: 4
Movement in Hexes:
Battle ;Melee only<: die per %lock
Morale: May i#nore ) -a#s/ if 'nit does retreat/ retreat hex for each -a#
Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery
5om%ined 6rms7
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"'ssian Line Infantry
Map ID code: LN
Blocks in Unit:
Movement in Hexes:
Battle:
! "an#e $tandin#: die per %lock
! "an#e Movin#: dice e&'al to () n'm%er of %locks ro'nd 'p
! Melee and Battle Back: die per %lock
Morale: May i#nore -a#/ if 'nit does retreat/ retreat hex for each -a#
"'ssian Li#ht Infantry
Map ID code: L.
Blocks in Unit:
Movement in Hexes: and com%at or ) and no com%at
Battle:
! "an#e $tandin#: die per %lock/ pl's die
! "an#e Movin#: dice e&'al to () n'm%er of %locks ro'nd 'p/ pl's die
! Melee and Battle Back: die per %lock
Morale: May i#nore -a#/ if 'nit does retreat/ retreat hex for each -a#
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"'ssian 0renadier Infantry
Map ID code: 0"
Blocks in Unit: 4
Movement in Hexes:
Battle:
! "an#e $tandin#: die per %lock
! "an#e Movin#: dice e&'al to () n'm%er of %locks ro'nd 'p
! Melee and Battle Back: die per %lock/ pl's die
Morale: May i#nore -a#/ if 'nit does retreat/ retreat hex for each -a#
"'ssian 0'ard Li#ht Infantry
Map ID code: 0L.
Blocks in Unit: 4
Movement in Hexes: and com%at or ) and no com%at
Battle:
! "an#e $tandin#: die per %lock/ pl's die
! "an#e Movin#: dice e&'al to () n'm%er of %locks ro'nd 'p/ pl's die
! Melee and Battle Back: die per %lock
Morale: May i#nore ) -a#s/ if 'nit does retreat/ retreat hex for each -a#
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"'ssian 0'ard 0renadier Infantry
Map ID code: 00
Blocks in Unit: 4
Movement in Hexes:
Battle:
! "an#e $tandin#: die per %lock/ pl's die
! "an#e Movin#: dice e&'al to () n'm%er of %locks ro'nd 'p/ pl's die
! Melee and Battle Back: die per %lock/ pl's die
Morale: May i#nore ) -a#s/ if 'nit does retreat/ retreat hex for each -a#
"'ssian Militia Infantry
Map ID code: MI
Blocks in Unit: 4
Movement in Hexes:
Battle:
! "an#e $tandin#: die per %lock
! "an#e Movin#: dice e&'al to () n'm%er of %locks ro'nd do3n
! Melee $tandin# and Battle Back: die per %lock/ no sa%er hits except vs lone leaders
Morale: "etreat hexes for each -a#
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"'ssian Li#ht 5avalry
Map ID code: L5
Blocks in Unit: 4
Movement in Hexes:
Battle:
! Melee: die per %lock
Morale: "etreat hex for each -a#
Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery
5om%ined 6rms
"'ssian Heavy 5avalry
Map ID code: H5
Blocks in Unit: 4
Movement in Hexes: )
Battle:
! Melee: die per %lock/ pl's die
Morale: "etreat hex for each -a#
Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery
5om%ined 6rms
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"'ssian 5'irassier Heavy 5avalry
Map ID code: 5U
Blocks in Unit: 4
Movement in Hexes: )
Battle:
! Melee: die per %lock/ pl's die
Morale: May i#nore -a#/ if 'nit does retreat/ retreat hex for each -a#
Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery
5om%ined 6rms7 I#nore one hit 3hen attacked in ran#ed com%at %y infantry
"'ssian 0'ard Li#ht 5avalry
Map ID code: 0L5
Blocks in Unit: 4
Movement in Hexes:
Battle:
! Melee: die per %lock
Morale: May i#nore ) -a#s/ if 'nit does retreat/ retreat hex for each -a#
Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery
5om%ined 6rms
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"'ssian 0'ard Heavy 5avalry
Map ID code: 0H5
Blocks in Unit: ?
Movement in Hexes: )
Battle:
! Melee: die per %lock/ pl's die
Morale: May i#nore ) -a#s/ if 'nit does retreat/ retreat hex for each -a#
Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery
5om%ined 6rms
"'ssian Li#ht 5ossack 5avalry
Map ID code: 51$
Blocks in Unit: )
Movement in Hexes:
Battle:
! Melee: die per %lock/ no sa%er hits except vs lone leaders
! Unit 3ill i#nore forest terrain melee com%at dice red'ction
Morale: "etreat hex for each -a#
Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery
5om%ined 6rms7 +hen 'nit is eliminated/ 'nit does not co'nt as a @ictory %anner
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"'ssian Foot 6rtillery
Map ID code: F6
Blocks in Unit:
Movement in Hexes: and no com%at
Battle: $ee artillery com%at section in core #ame r'les
Morale: "etreat hex for each -a#
"'ssian Horse 6rtillery
Map ID code: H6
Blocks in Unit:
Movement in Hexes: and com%at/ ) hexes no com%at
Battle: $ee artillery com%at section in core #ame r'les
Morale: "etreat hex for each -a#
"'ssian 0'ard Foot 6rtillery
Map ID code: 0F6
Blocks in Unit:
Movement in Hexes: and no com%at
Battle: $ee artillery com%at section in core #ame r'les
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Morale: May i#nore ) -a#s/ if 'nit does retreat/ retreat hex for each -a#
"'ssian Leader
Map ID code: $tar
Movement in Hexes: if alone* if attached to a 'nit it moves as the 'nit7
Battle: If alone/ it may not %attle7 If attached to a 'nit it 3ill modify the n'm%er of dice a 'nit 3ill roll
3hen a Leadership card is played9'nit rolls one additional die
Morale:
! If alone none ;m'st retreat after s'rvivin# a melee attack/ and 3ill attempt to escape thro'#h
enemy 'nits/ if retreat path is occ'pied %y enemy 'nits<
! .he 'nit/ a Leader is attached to/ may i#nore one -a#/ if 'nit does retreat/ Leader m'st retreat 3ith
'nit7
6'strian Line Infantry
Map ID code: LN
Blocks in Unit: =
Movement in Hexes: +hen 6'strian Line Infantry 'nit is ordered %y a Force March or Bayonet 5har#e 5ommand card/ the
'nit may only move a maxim'm of hex7
Battle:
! "an#e $tandin#: die per %lock
! "an#e Movin#: dice e&'al to () n'm%er of %locks ro'nd do3n
! Melee and Battle Back: die per %lock
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Morale: "etreat ) hexes for each -a#
Notes: 6n 6'strian line infantry 'nit 3ill form a solid s&'are/ called a %attalion mass7 .o form a s&'are
does not re&'ire a 5ommand card to %e placed on the 6'strian Infantry in $&'are track ;see $ection 4
%elo3<7
6'strian Li#ht Infantry
Map ID code: L.
Blocks in Unit: 4
Movement in Hexes: and com%at or ) and no com%at
Battle:
! "an#e $tandin#: die per %lock/ pl's die
! "an#e Movin#: dice e&'al to A n'm%er of %locks ro'nd
do3n/ pl's die
! Melee and Battle Back: die per %lock
Morale: "etreat hex for each -a#
Note: .he 6'strian Li#ht Infantry 'nits represent the %attalions of ae#er ;h'nter< li#ht infantry7
6'strian 0renCer Li#ht Infantry
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Map ID code: 0"
Blocks in Unit: 4
Movement in Hexes: and com%at or ) and no com%at
Battle:
! "an#e $tandin#: die per %lock/ pl's die
! "an#e Movin#: dice e&'al to A n'm%er of %locks ro'nd do3n/ pl's die
! Melee and Battle Back: die per %lock/ no sa%er hits except vs lone leaders
Morale: "etreat ) hexes for each -a#
Note: .he 0renCer 'nits 3ere the li#ht re#iments traditionally stationed on the H'n#arian frontier to
prevent inc'rsions from the 1ttoman Empire in the Balkans7
6'strian 0renadier Infantry
Map ID code: 0"
Blocks in Unit: 4
Movement in Hexes:
Battle:
! "an#e $tandin#: die per %lock/ pl's die
! "an#e Movin#: dice e&'al to A n'm%er of %locks ro'nd do3n/ pl's die
! Melee and Battle Back: die per %lock/ pl's die
Morale: May i#nore -a#/ if 'nit does retreat/ retreat hex for each -a#
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6'strian Militia Infantry
Map ID code: MI
Blocks in Unit: 4
Movement in Hexes:
+hen an 6'strian Militia Infantry 'nit is ordered %y a Force March or Bayonet 5har#e 5ommand card/
the 'nit may only move a maxim'm of hex7
Battle:
! "an#e $tandin#: die per %lock
! "an#e Movin#: dice e&'al to A n'm%er of %locks ro'nd do3n
! Melee $tandin# and Battle Back: die per %lock/ no sa%er hits except vs lone leaders
Morale: "etreat hexes for each -a#7
6ny 6'strian infantry 'nit that moves one or more hexes and en#a#es in ran#ed com%at/ %attle 3ith
one>half the n'm%er of %locks ro'ndin# do3n7 ;= and 4 %locks )/ and ) %locks / %lock <7
Li#ht/ 0renCer and 0renadier 'nits 3ill add one die to the total n'm%er of dice allo3ed to roll7
1n charts there is a %old typo: 6'strian Militia are G'st like other nations in ran#e re7 .hey have a
ran#e of ) hexes7
6'strian Li#ht 5avalry
Map ID code: L5
Blocks in Unit: 4
Movement in Hexes:
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Battle:
! Melee: die per %lock
Morale: "etreat hex for each -a#
Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery
5om%ined 6rms
6'strian Li#ht Lancer 5avalry
Map ID code: LN5"
Blocks in Unit: 4
Movement in Hexes:
Battle:
! Melee: die per %lock
! 6n ordered Lancer 'nit rerolls all dice 3ith -a# res'lts one time for additional 'nit sym%ol hits/
sa%ers or -a#s a#ainst any defendin# 'nit except 5'irassiers7 8layers m'st note the n'm%er of initial
hits and -a#s rolled in the initial melee and add the initial n'm%ers to the n'm%er of hits and -a#s
rolled on the reroll7 .he total n'm%er of hits and -a#s rolled are then applied to the defendin# 'nit7 6
defendin# Lancer 'nit 3ill not reroll -a#s 3hen it is %attlin# %ack7 +hen a First $trike 5ommand card
is played on a Lancer 'nit a Lancer 'nit 3ill reroll -a#s7
Morale: "etreat hex for each -a#
Note: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery5om%ined 6rms
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6'strian Heavy 5avalry
Map ID code: H5
Blocks in Unit: 4
Movement in Hexes: )
Battle:
! Melee: die per %lock/ pl's die
Morale: "etreat hex for each -a#
Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery
5om%ined 6rms
6'strian 5'irassier Heavy 5avalry
Map ID code: 5U
Blocks in Unit: 4
Movement in Hexes: )
Battle:
! Melee: die per %lock/ pl's die
Morale: May i#nore -a#/ if 'nit does retreat/ retreat hex for each -a#
Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery
5om%ined 6rms7 I#nore one hit 3hen attacked in ran#ed com%at %y infantry
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6'strian Foot 6rtillery
Map ID code: F6
Blocks in Unit:
Movement in Hexes: and no com%at
Battle: $ee artillery com%at section in core #ame r'les
Morale: "etreat hex for each -a#
6'strian Horse 6rtillery
Map ID code: H6
Blocks in Unit:
Movement in Hexes: and com%at/ ) hexes no com%at
Battle: $ee artillery com%at section in core #ame r'les
Morale: "etreat hex for each -a#
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6'strian Leader
Map ID code: $tar
Movement in Hexes: if alone* if attached to a 'nit it moves as the 'nit7
Battle: If alone/ it may not %attle7 If attached to a 'nit it 3ill modify the n'm%er of dice a 'nit 3ill roll
3hen a Leadership card is played9'nit rolls one additional die
Morale:
! If alone none ;m'st retreat after s'rvivin# a melee attack/ and 3ill attempt to escape thro'#h
enemy 'nits/ if retreat path is occ'pied %y enemy 'nits<
! .he 'nit/ a Leader is attached to/ may i#nore one -a#/ if 'nit does retreat/ Leader m'st retreat 3ith
'nit7
8r'ssian Line Infantry
Map ID code: LN
Blocks in Unit: 4
Movement in Hexes:
Battle:
! "an#e Fire $tandin#: die per %lock
! "an#e Fire Movin#: dice e&'al to () n'm%er of %locks ro'nd do3n
! Melee and Battle Back: die per %lock
+hen 8r'ssian Line Infantry 'nit does not move or the 'nit is %attlin# %ack/ roll additional die in
melee
Morale: "etreat hex for the rst -a# and ) hexes for each additional -a#
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Notes: .he 8r'ssian Line Infantry 'nit dont #et the , die 3hen 'sin# the JFirst $trikeK 5ommand
5ard7
8r'ssian Li#ht Infantry
Map ID code: L.
Blocks in Unit: 4
Movement in Hexes: and com%at or ) and no com%at
Battle:! "an#e Fire $tandin#: die per %lock/ pl's die
! "an#e Fire Movin#: dice e&'al to () n'm%er of %locks ro'nd do3n/ pl's die
! Melee and Battle Back: die per %lock
Morale: "etreat hex for each -a#
8r'ssian 0renadier Infantry
Map ID code: 0"
Blocks in Unit: 4
Movement in Hexes:
Battle:
! "an#e Fire $tandin#: die per %lock
! "an#e Fire Movin#: dice e&'al to () n'm%er of %locks ro'nd do3n
! Melee and Battle Back: die per %lock/ pl's die
Morale: May i#nore -a#/ if 'nit does retreat/ retreat hex for each -a#
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8r'ssian 0'ard 0renadier Infantry
Map ID code: 00
Blocks in Unit: 4
Movement in Hexes:
Battle:
! "an#e Fire $tandin#: die per %lock/ pl's die! "an#e Fire Movin#: dice e&'al to () n'm%er of %locks ro'nd do3n/ pl's die
! Melee and Battle Back: die per %lock/ pl's die
Morale: May i#nore ) -a#s/ if 'nit does retreat/ retreat hex for each -a#
8r'ssian "eserve Infantry
Map ID code: "I
Blocks in Unit: 4
Movement in Hexes:
Battle:! "an#e Fire $tandin#: die per %lock
! "an#e Fire Movin#: dice e&'al to () n'm%er of %locks ro'nd do3n
! Melee and Battle Back: die per %lock
Morale: "etreat ) hexes for each -a#
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8r'ssian Militia Infantry
Map ID code: MI
Blocks in Unit: 4
Movement in Hexes:
Battle:
! "an#e Fire $tandin#: die per %lock
! "an#e Fire Movin#: dice e&'al to () n'm%er of %locks ro'nd do3n
! Melee and Battle Back: die per %lock/ no sa%er hits except vs lone leadersMorale: "etreat hexes for each -a#
6 8r'ssian infantry 'nit that moves one or more hexes and en#a#es in ran#ed com%at/ %attle 3ith
one>half the n'm%er of %locks o'ndin# do3n7 ;4 %locks )/ and ) %locks / %lock <
8r'ssian Li#ht 5avalry
Map ID code: L5
Blocks in Unit:
Movement in Hexes:
Battle:
! Melee: die per %lock
Morale: "etreat hex for each -a#
Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery
5om%ined 6rms7
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8r'ssian Li#ht Lancer 5avalry
Map ID code: LN5"
Blocks in Unit:
Movement in Hexes:
Battle:
! Melee: die per %lock
! 6n ordered Lancer 'nit rerolls all dice 3ith -a# res'lts one time for additional 'nit sym%ol hits/
sa%ers or -a#s a#ainst any defendin# 'nit except 5'irassiers7 8layers m'st note the n'm%er of initial
'nit sym%ol hits/ s3ords and -a#s rolled in the initial melee and add the initial n'm%ers to the
n'm%er of 'nit sym%ol hits/ s3ords and -a#s rolled on the reroll7 .he total n'm%er of 'nit sym%ol
hits/ s3ords and -a#s rolled are then applied to the defendin# 'nit7
! 6 defendin# Lancer 'nit 3ill not reroll -a#s 3hen it is %attlin# %ack7
! +hen a First $trike 5ommand card is played on a Lancer 'nit a Lancer 'nit 3ill reroll -a#s7
Morale: "etreat hex for each -a#
Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery
5om%ined 6rms
8r'ssian Heavy 5avalry
Map ID code: H5
Blocks in Unit:
Movement in Hexes: )
Battle:
! Melee: die per %lock/ pl's die
Morale: "etreat hex for each -a#
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Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery
5om%ined 6rms
8r'ssian 5'irassier Heavy 5avalry
Map ID code: 5U
Blocks in Unit:
Movement in Hexes: )
Battle:
! Melee: die per %lock/ pl's die
Morale: May i#nore -a#/ if 'nit does retreat/ retreat hex for each -a#
Notes:
! May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery 5om%ined
6rms
! I#nore one hit 3hen attacked in ran#ed com%at %y infantry
! 6 Lancer 'nit 3ill not reroll -a# res'lts 3hen in melee com%at a#ainst 5'irassiers
8r'ssian Militia Lancer 5avalry
Map ID code: MLN5"
Blocks in Unit:
Movement in Hexes:
Battle:
! Melee: die per %lock
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! No sa%er hits except initial sa%er hits or sa%er hits on -a# re>rolls vs lone leaders
! 6n ordered Militia Lancer 'nit rerolls all dice 3ith -a# res'lts one time for additional 'nit sym%ol hits
or -a#s a#ainst any defendin# 'nit except 5'irassiers7 8layers m'st note the n'm%er of initial sym%ol
hits and -a#s rolled in the initial melee and add the initial n'm%ers to the n'm%er of 'nit sym%ol hits
and -a#s rolled on the reroll7 .he total n'm%er of 'nit sym%ol hits and -a#s rolled are then applied to
the defendin# 'nit7
! 6 defendin# Militia Lancer 'nit 3ill not reroll -a#s 3hen it is %attlin# %ack7
! +hen a First $trike 5ommand card is played on a Militia Lancer 'nit a Militia Lancer 'nit 3ill reroll
-a#s7
Morale: "etreat hexes for each -a#
Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery
5om%ined 6rms
8r'ssian Foot 6rtillery
Map ID code: F6
Blocks in Unit:
Movement in Hexes: and no com%at
Battle: $ee artillery com%at section in core #ame r'les
Morale: "etreat hex for each -a#
8r'ssian Horse 6rtillery
Map ID code: H6
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Blocks in Unit:
Movement in Hexes: and com%at/ ) hexes no com%at
Battle: $ee artillery com%at section in core #ame r'les
Morale: "etreat hex for each -a#
8r'ssian Leader
Map ID code: $tar
Movement in Hexes: if alone* if attached to a 'nit it moves as the 'nit
Battle: If alone/ it may not %attle7 If attached to a 'nit it 3ill modify the n'm%er of dice a 'nit 3ill roll
3hen a Leadership card is played9'nit rolls one additional die
Morale:
! If alone none ;the Leader m'st retreat after s'rvivin# a melee attack/ and 3ill attempt to escape
thro'#h enemy 'nits/ if retreat path is occ'pied %y enemy 'nits<
! .he 'nit a Leader is attached to may i#nore one -a#7 If the 'nit does retreat/ the Leader m'st retreat
3ith the 'nit
French Li#ht Lancer 5avalry
Map ID code: LN5"
Blocks in Unit: 4
Movement in Hexes:
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Battle:
! Melee: die per %lock
! 6n ordered Lancer 'nit rerolls all dice 3ith -a# res'lts one time for additional 'nit sym%ol hits/
sa%ers or -a#s a#ainst any defendin# 'nit except 5'irassiers7 8layers m'st note the n'm%er of initial
'nit sym%ol hits and -a#s rolled in the initial melee and add the initial n'm%ers to the n'm%er of 'nit
sym%ol hits and -a#s rolled on the reroll7 .he total n'm%er of hits and -a#s rolled are then applied to
the defendin# 'nit7
! 6 defendin# Lancer 'nit 3ill not reroll -a#s 3hen it is %attlin# %ack7
! +hen a First $trike 5ommand card is played on a Lancer 'nit a Lancer 'nit 3ill reroll -a#s7
Morale: "etreat hex for each -a#
Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery
5om%ined 6rms
French 0'ard Li#ht 5avalry
Map ID code: 0L5
Blocks in Unit: 4
Movement in Hexes:
Battle:
! Melee: die per %lock
Morale: May i#nore ) -a#s/ if 'nit does retreat/ retreat hex for each -a#
Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery
5om%ined 6rms
"'ssian Li#ht Lancer 5avalry
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Map ID code: LN5"
Blocks in Unit: 4
Movement in Hexes:
Battle:
! Melee: die per %lock
! 6n ordered Lancer 'nit rerolls all dice 3ith -a# res'lts one time for additional 'nit sym%ol hits/
sa%ers or -a#s a#ainst any defendin# 'nit except 5'irassiers7 8layers m'st note the n'm%er of initial
'nit sym%ol hits/ s3ords and -a#s rolled in the initial melee and add the initial n'm%ers to the
n'm%er of 'nit sym%ol hits/ s3ords and -a#s rolled on the reroll7 .he total n'm%er of 'nit sym%ol
hits/ s3ords and -a#s rolled are then applied to the defendin# 'nit7
! 6 defendin# Lancer 'nit 3ill not reroll -a#s 3hen it is %attlin# %ack7
! +hen a First $trike card is played on a Lancer 'nit/ the Lancer 'nit 3ill reroll -a#s7
Morale: "etreat hex for each -a#
Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery
5om%ined 6rms
"'ssian Militia Li#ht Lancer 5avalry
Map ID code: MLN5"
Blocks in Unit: 4
Movement in Hexes:
Battle:
! Melee: die per %lock
! No sa%er hits except initial sa%er hits or sa%er hits on -a# re>rolls vs lone Leaders7
! 6n ordered Militia Lancer 'nit rerolls all dice 3ith -a# res'lts one time for additional 'nit sym%ol hits
or -a#s a#ainst any defendin# 'nit except 5'irassiers7 8layers m'st note the n'm%er of initial sym%ol
hits and -a#s rolled in the initial melee and add the initial n'm%ers to the n'm%er of 'nit sym%ol hits
and -a#s rolled on the reroll7 .he total n'm%er of 'nit sym%ol hits and -a#s rolled are then applied to
the defendin# 'nit7
! 6 defendin# Militia Lancer 'nit 3ill not reroll -a#s 3hen it is %attlin# %ack7
! +hen a First $trike card is played on a Militia Lancer 'nit/ the Militia Lancer 'nit 3ill reroll -a#s7
Morale: "etreat hexes for each -a#
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Notes: May retire and reform 3hen melee attacked %y infantry or attacked %y infantry(artillery
5om%ined 6rms
General rule for all Lancer units: Until this expansion/ First $trike cards 3ere part of the 5ommand
deck/ %'t no3 have %een moved to the .actician deck7 +hen playin# %attles 'sin# the 0M. deck of
5ommand cards and .actician cards make a mental note that First $trike cards are no lon#er5ommand cards/ %'t .actician cards instead7
"'les(F6 for First $trike and $hort $'pply ;3hich are no3 a part of the tactician deck< remain the
same/ no chan#es7 It is G'st a reminder7
Richard Borg, June, 11 - 2015
British "ocket Battery
Map ID code: "B
Blocks in Unit: Movement in Hexes: or ) hexes and no com%at
Battle:
! 6n ordered "ocket Battery 'nit/ 3hich does not move/ may tar#et an enemy 'nit = or fe3er hexes
a3ay in any direction7
! In ran#ed com%at/ a "ocket Battery does not re&'ire line of si#ht to tar#et an enemy 'nit7
! In ran#ed com%at/ terrain does not red'ce the n'm%er of dice7
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! In ran#ed com%at/ a "ocket Battery al3ays rolls ) dice 'nless increased %y an appropriate .actician
card7
! In ran#ed com%at/ to score a hit on the tar#et 'nit ) icons of the tar#et 'nit m'st %e rolled7
! In ran#ed com%at/ the enemy tar#et 'nit may not i#nore -a#s rolled a#ainst it for any reason7
! In ran#ed com%at/ ) sa%er icons rolled 3ill score a hit on the "ocket Battery 'nit7
! +hen tar#eted in ran#ed com%at/ the "ocket Battery takes one hit for each artillery icon rolled7
! .he n'm%er of dice a "ocket Battery %attles 3ith is not red'ced 3hen the 'nit only has one %lock7
! 6 "ocket Battery may not perform a com%ined arms attack7
! In melee a "ocket Battery follo3s the same r'les as a Horse 6rtillery 'nit7
! In melee a "ocket Battery %attles 3ith ) dice7
Morale: "etreat hex for each -a#
HI$.1"I56L N1.E: Napoleonic era rockets 3ere a novelty/ often inspirin# fear ;mandatory tar#et 'nit
retreat on any -a#s rolled</ %'t in-ictin# little dama#e ;t3o tar#et 'nit icons re&'ired for one hit on a
tar#et 'nit<7 In addition to %ein# 'npredicta%le in -i#ht/ rockets 3ere prone to explode 'pon la'nch
;the o3nin# players "ocket Battery takes one hit 3hen the t3o rocket dice rolled are %oth sa%ers<7
"'les N1.E: .he "ocket Battery is not a kind of 6rtillery/ so all r'les and cards ;.actician and
5ommand< 3hich refers explicit to 6rtillery did not apply to a "ocket Battery7 $ee F6O
;"ichard Bor#* )= > Novem%er > =<
French 0'ard Horse 6rtillery
Map ID code: 0H6
Blocks in Unit:
Movement in Hexes: and com%at/ ) hexes no com%at
Battle: $ee Horse 6rtillery com%at sections in core #ame r'les
Morale: May i#nore ) -a#s/ if 'nit does retreat/ retreat hex for each -a#