Eagles & Colours
Eagles & Colours
Eagles & Colours
9 V
Version 0.6
By Chambo666
Xx? DKCH
Introduction
Eagles and Colours (E&C for short) is
a set of rules designed for two players
to compete against each other in a
Napoleonic era tactical wargame.
Eagles and Colours is well suited for
battles from Brigade to Corps sizes
which can be played and finished
within about two or three hours.
Eagles and Colours is designed as a
Napoleonic inspired game, not a
military simulation; the rules are
simple and fast paced compared to
most games set in this era. E&C allows
players to concentrate on tactics and
enjoy the feel for warfare of the
Napoleonic wars instead of having
their head buried in endless,
convoluted
rules.
These
rules
encourage generalship, manoeuvre and
combined arms tactics as opposed to
optimised list construction and cheesy
unrealistic tactics.
Eagles and Colours uses the I go, you
go turn style, which will be familiar
to most wargamers. Game play focuses
on units, rather than individual models.
When units take damage single models
are not removed and the units fighting
ability is not reduced. Damage to units
is not only represented in terms of
casualties but in terms of reduced
moral, fatigue, wounds and loss of
command and control. The more
damage a unit takes the more likely it
will be to route.
This rule book is to be interpreted as
positive instructions, meaning if a
situation is not specified in the rules, it
is therefore prohibited. However these
rules may not cover all possible
eventualities and situations may arise
that are not covered in the rules.
Players are encouraged to resolves
these situation in a friendly, mutually
agreeable manner in order to continue
the game as quickly as possible. If a
Markers
Units are stands of miniatures with
infantry, cavalry, or artillery figures.
All other figures used in the game are
Markers.
Damage
Disruption
Wavering
A Morale test is required
Unit rank
Command rating
Arc of Sight
During the game, you will at times
need to determine whether one of your
units can see another unit, normally an
enemy unit that your unit intends to
charge or shoot.
Units
Units are made up of one, two or four
elements of the same type and must
remain in edge and corner contact with
another element of their unit and
usually facing the same direction.
Units must be in a legal formation at
all times, the most common are listed
below.
Formations
Units must be in a legal formation at
all times. All the elements of a unit
must face the same direction and must
be in base-to-base contact with each
other unless noted otherwise. Thus
elements within units and within lines
and columns must be kept as straight
as possible (as shown below).
Elements may not fire through other
elements of the same unit, therefore
some formations will reduce a units
Firepower in the shoot phase.
Regardless of formation, Firepower is
never reduced in Melee.
Column of March
The one element wide Column of
March has all of its bases lined up one
behind the other in a single column.
Column of March has the advantage of
being easier to advance and manoeuvre
than all other formations. It however
lacks firepower and is vulnerable to the
flanks.
Column of Attack
Also known as Mass formation, heavy
column or the French Column. The
term column is a misnomer as this
formation bears no resemblance to a
long, sender line of men marching
down a road. The Column of attack
uses a narrow frontage with the rest of
the unit in close support behind. The
effect is successive waves of melee
attacks concentrated on a smaller
portion of an enemys line.
A unit in Column of Attack has two
elements in the front rank and two
precisely behind them in the second
rank.
Square
Only line infantry can form square in
order to stand firm against a melee
charge, they are especially successful
against cavalry. A tightly formed
square presents a wall of bristling
bayonets and musket fire to a charging
enemy.
A square is formed by placing each
element in rear corner to rear corner
contact with the two of its neighbours,
forming an all round defensive
formation with all elements facing out.
Stats
Each unit has a series of statistics
(stats for short), which define how
powerful it is in the game. These are:
Size
Speed
Range
Firepower
Accuracy
Melee
Skill
Morale
24
4+
5+
-/13
Old Guard
Special
rules
Brave
Elite(1)
Inspiring
Fear
Cost
95
The Turn
Much like chess, Eagles and Colours is
played in turns. Just roll a die to decide
who is going to have the first turn the
player winning the die roll decides who
goes first. That player moves, shoots
and strikes blows in close combat with
his units this concludes Turn 1 of the
game. After that, his opponent takes a
turn Turn 2 of the game, and then the
players keep alternating this way until
an agreed time or turn limit is reached
or a victory condition is met. In his
turn a player goes through the
following three phases:
1) Move phase;
2) Shoot phase;
3) Melee phase.
Well examine each of these phases in
detail later.
Troop Types
\yt
Light Infantry
Light infantry generally have a longer
range and better Accuracy than other
infantry and are able to make the best
use of terrain, allowing them to attack
without ever getting hit back. Light
Infantrys Skirmish special rule makes
them fast and agile but leaves them
vulnerable in melee. Light Infantry
may form Line and Column of March
formation.
A light Infantry unit consists of two
elements of two figures per element in
a staggered formation.
Line Infantry
Line Infantry are the core of your army.
These troops hold down the opponents
centre and either overpower it or hold
it in place for a flanking force to
deliver the coup de grace. Line
Infantry are extremely versatile units
with a balance of manoeuvrability,
firepower and melee skill. All line
Infantry can form Line, Column of
March, Column of Attack and Square
formation meaning they are your most
flexible troops which can participate in
all phases of the game.
A Line Infantry unit consists of four
elements of four figures each.
Vtt
Vtt
Similar to how line infantry are able to shoot over light infantry, ranged cavalry are
elevated and can shoot over all friendly infantry units. All cavalry units have the
Sound the Charge special rule.
Light Cavalry
Light Cavalry are riders of exceptional
prowess, trained in lightning fast
manoeuvres and flank attacks. They
are more lightly armed and armoured
than other cavalry, but make up for it
by being much faster and far more
versatile then heavy cavalry. Light
Cavalry can form Line and Column of
March formation.
Light Cavalry use the Nimble special
rule.
Heavy Cavalry
Intended to charge and break enemy
units in melee. Heavy Cavalry is
slower than light cavalry, but has
higher Melee Skill, making them
harder hitting and ideal for clearing
away enemy units after shooting
damage has been inflicted. They are
rightly feared by enemy infantry, and
other cavalry forces are foolish not to
treat them with a degree of respect.
Heavy Cavalry can form Line, Column
of March, and Massed formation.
T|x
Units attacking Artillery in melee always treble their Attacks, regardless of position.
Artillery units may only form Line (unlimbered) and Column of March (limbered)
formation. Artillery units may only fire while unlimbered and only if they received a
Halt! order that turn. All artillery units consist of four elements; for horse artillery
these are a mixture of cavalry and artillery elements (see below).
Artillery
Precise and deadly at all ranges;
Artillery can be loaded with round or
canister shot. Lethal while stationary
but if left behind and undefended, will
be vulnerable to fast moving cavalry
attacks. Artillery units were often
deployed with a mix of guns. These
rules make no distinction between the
actual sizes of the guns; an artillery
battery is simply classified as Light,
Medium, Heavy, howitzer or unicorn.
Horse Artillery
To keep up with fast moving cavalry,
horse artillery batteries put entire gun
crews on horseback. The cannon used
by horse artillery lack the range and
firepower of other artillery pieces. This
is considered unimportant; speed is all.
Unlimbered Horse Artillery has two
Artillery elements in the front rank and
two Cavalry elements precisely behind
them in a second rank. See diagram
below;
Zxxt
Generals stats
Unlike other troops Generals dont
have a value for Fire Power, Accuracy
or Melee skill. Instead they have a
command rating (represented by stars).
Each General then receives a command
radius depending on the commanders
rating thus:
Generals
Rank
Field Marshal
General
Lieutenant
General
Major
General
Brigadier
General
Command
Rating
Command
Radius
20 cm
18 cm
Special Rules
Very Inspiring
As per the Inspiring Special rule,
except the range is increased to the
Generals Command Radius.
Special Orders
A General can use the Special Orders
rule during his turn to bolster the
armys fighting ability.
Each command rating star the General
has on his profile, entitles the player to
do one of the following actions for any
friendly unit that is in command;
16 cm
14 cm
12 cm
Move Phase
During the Move phase of your turn, pick each of your units in turn, and give them
one of the following orders:
unit into contact with the enemy for
hand-to-hand combat.
Halt!
The unit does not move at all. If
To change formation, one stand of the
already in melee the unit will continue
unit must remain in place whilst the
to fight this turn.
other stands form the new formation
around it. An infantry unit changing
Change Facing!
formation from a square into another
The unit remains stationary and can
formation may form up into its new
pivot around its centre to face any
formation facing any direction.
direction.
Advance!
The unit can advance straight forward
up to a number of centimetres equal to
its Speed. At any point during this
move (i.e. before or after advancing, or
anywhere along its advance), the unit
can make a single pivot around its
centre of up to 90 degrees from its
original facing and may also make a
single Change Formation! (See below).
Back!
Only infantry units in line formation
can move backwards at up to a number
of centimetres equal to half its Speed.
The unit remains facing the same
direction that it was facing before the
Back! order. At any point during this
move (i.e. before or after moving
backwards, or anywhere along its
retrograde move), the unit can make a
single pivot around its centre of up to
90 degrees from its original facing.
Change formation!
A unit may only make one formation
change during its move phase. A unit
with an Advance! order may make a
formation change either before it
moves or after it moves (but not both).
A unit that is charging may not make a
formation change. A formation change
does not use any of the units
movement allowance and changing
formation can never be used to bring a
Sidestep!
Only infantry units in line formation
can Sidestep, that is, move sideways
straight to its left or straight to its right
at up to a number of centimetres equal
to half its Speed. The unit remains
facing the same direction that it was
facing before the side-step. Sidestepping cannot be used to bring a unit
into contact with the enemy for handto-hand combat
March!
Only units starting the Move Phase in
column formation and with no enemy
units within 12cm may March! The
unit can advance up to triple its Speed
value. Units with March orders can not
shoot in the shoot phase or move
within 12cm of an enemy unit.
Retreat!
The unit must make a single pivot
around its centre of 180 degrees from
its original facing, then moves 2D6
plus the units Speed value; if a retreat
takes the unit off the table, it is
considered routed. A retreating unit
may move through any area of difficult
terrain or obstacle without penalty.
Charge!
This is by far the most exciting of
orders. It is also the most complicated
and so its described in detail below.
Charge!
Moving Chargers
As they move, charging units can
move forward without measuring how
much distance they actually cover, and
pivot twice around their centre up to
90, at any point during their move.
They must, however, always use the
shortest way possible, going around
any blocking terrain and any unit in
their way (friends and foes). Note that
they must go through any area of
difficult terrain or obstacle that would
normally slow down their movement.
These elements of terrain do not slow
down Charge moves, but they cause
the charging unit to suffer a slight
penalty in the ensuing melee.
Basically, the only thing that matters
during a Charge move is that the unit
has physically enough space to move
into contact with the target.
Once the charging unit is in contact
with the target, align it with the side of
the target you are charging so that it is
flush with it. Finally, shuffle the
Unit Interpenetration
Friends
Friendly units can be moved through (except when charging), but you cannot end
a units move on top of another unit, so youll have to be sure that your units have
enough movement to end up clear of their friends. Also, at the end of their move,
your units must be at least 1cm away from friendly units. This ensures that both
you and your opponent can clearly tell them apart.
Enemies
Enemy units, on the other hand, block movement. Your units can never approach
to within 1cm of them, except when charging.
Interpenetration When Pivoting
In reality, regimented units are more flexible in rearranging their ranks than our
miniatures, so we allow units that are pivoting around their centre as part of their
move (whether its a Change Facing, an Advance, etc.), to move through both
friends and enemy units, and all types of terrain, including blocking terrain and
even the edge of the table. They must of course still end their move clear of
blocking terrain (and completely on the table!), and 1cm away from both friendly
and enemy units.
Terrain
Defending Obstacles
Sometimes an enemy will be placed
right behind an obstacle, as this makes
for a strong defensive position. Your
units can still charge a target behind an
obstacle. Measure the distance to the
obstacle rather than the target unit.
Elements of terrain make your table
look more impressive, but they also
make the game more complex, so dont
use too much terrain in your first game.
In wargames, terrain is normally made
in either of two ways: single terrain
pieces or areas of terrain. The rules for
both are below. Before the game, its
always a good idea to agree with your
opponent how you are going to treat
each of the pieces of terrain on the
table.
Buildings
Combat Resolution
Assaulting a building
An occupied building may be assaulted
by infantry units during the move
phase. A charge is resolved just as if
the building were the target unit. If the
units charging distance is equal to or
greater than the distance to the building,
the charge is successful, otherwise the
assaulting unit made a failed charge.
The charging units are aligned against
the out side of the buildings walls. We
assume that the melee takes place
Hills
Few pieces of terrain are as
strategically important as a hill.
Whoever controls the high ground will
dominate the battlefield. Hills provide
a major advantage to an army, giving
them an elevated firing position and
forcing an opposing army to charge
uphill to attack them. Hills may also
conceal forces behind them, allowing a
force to lay in wait behind the crest,
using it for cover and firing on the
attackers as they broach the hilltop.
Shoot Phase
The effects of your armies fire power
is worked out in the shoot phase. This
includes units armed with Muskets,
rifles as well as your long ranged
artillery. Pick one of your units at a
time, choose a target and let loose!
Picking a Target
A unit can pick a single enemy unit as
a target for its ranged attacks as long as
the following conditions are met:
The target is the closest, visible
enemy unit at least partially in the
units front arc. If two of more enemy
units are equally close, the player may
choose which to shoot at.
Melee Phase
Melee represents a combination of
hand to hand fighting and extremely
close ranged missile fire between your
soldiers and the enemies. For the sake
of playability we imagine that in your
turn the impetus of the melee will be in
your favour, which means that your
men will be doing most of the hacking
and slashing, while the enemy mostly
defend themselves. If the enemy is not
annihilated or routed, your men will
brace themselves, for you can be sure
that the enemy will fight back during
their turn to avenge their fallen
comrades.
At this stage, there may be a number of
combats on the table. Pick one of these
combats and resolve it completely
before moving to the next, and so on
until all combats have been resolved.
Who can fight?
Units can fight in melee if they are in
base contact with at lease one enemy
unit during your melee phase, even if
the bases only touch at the corner.
Even units attacked in the flanks and
rear may fight, although the unit is not
turned to face the enemy.
If a unit is touching more than one
enemy it may choose which one to
attack. The player may even divide a
units attacks to strike at multiple
enemies, as long as this is made clear
to your opponent before rolling to hit.
Morale
As a unit accumulates damage, it will
become more and more likely to lose
cohesion, until eventually it will turn
tail and run from the field, never to
return.
When to Test
At the end of the Shoot phase of your
turn - test the Morale of any enemy
unit you inflicted damage upon during
that phase.
In the Melee phase - test immediately
at the end of each combat.
When an enemy unit is subject to
Panic! See below.
Panic!
Battles are usually won or lost when an
Army panics and flees, even though it
has not been beaten in combat. Troops
who see their comrades rout or their
Armys General slain can easily loose
their nerve and flee themselves;
causing other troops to lose heart until
soon the whole army is routed in blind
panic as rumour of defeat spreads
across the battlefield like wildfire.
A unit must be tested for panic in the
following circumstances;
When an enemy unit routes
immediately test all other enemy units
within 12cm of the routed unit.
Enemy General is routed all enemy
units within their Generals command
radius must immediately test their
morale.
Note that there are three circumstances
under which a unit does not have to
take a Panic test.
Steady!
The unit continues to fight normally
and does not suffer any negative
effects. Remember however that units
with ranged attacks, will usually be
disrupted by being engaged in close
combat and will not be able to use their
ranged attacks in their next turn. You
may want to mark these units with a
disrupted marker.
Wavering!
The unit continues to fight, but is
severely disordered. In its next Move
phase, it can only be given one of the
following orders: Halt! Change Facing!
or Retreat! In addition, the unit is so
disrupted that it will not be able to
shoot in its next Shoot phase. It is
normally a good idea to mark
Wavering units with a marker of some
kind (like a bit of cotton wool).
Rout!
The unit routs off the field, is
butchered to a man, or surrenders to
the enemy and is taken prisoner in
any case, as far as this game is
concerned, it is destroyed. Remove it.
Exceptional Results
Double Six We Are Doomed!
If you roll double six when testing Nerve the unit is
always routed regardless of nerve value, as insidious
news of defeat start to spread through the ranks.
Hold Your Ground!
If you roll snake eyes (double ones) when testing
Nerve, the enemy is filled with implacable resolve and
will always be Steady and fight on, regardless of any
modifier.
Special rules
Some units, or even entire armies,
possess what we call special rules.
Each of these special rules is an
exception to the normal rules. The
most common are listed below.
Canister
Instead of normal shot, cannons can be
loaded with canister shot which allows
them to be fired against enemies
nearby like a massive shotgun.
Blast (Dn)
This rule is used for all weapons that
explode on impact with the target or
otherwise inflict massive amounts of
damage with a single hit.
Elite(n)
Troops with this rule are supremely
skilled true masters of the art of war.
Whenever the unit rolls to hit, it can reroll up to n failed to hit dice.
Breakthrough
Experts at mle combat whos role are
to penetrate through enemy lines in a
decisive blow.
Fear
These soldiers prowess is worldrenowned and the mere presence of
these men on the battlefield can strike
fear into the hearts of their enemies.
Indirect
The unit fires its shots in high arcing
trajectories, which means that the
distance to the target is pretty much
irrelevant and that most cover is pretty
much useless.
The unit may fire indirectly, which
means it may shoot at a target it cannot
see. Indirect weapons are able to shoot
in an arc, over obstacles and other
troops, but incur a further -1 to hit
modifier. In addition the shots never
count as flank or rear attacks.
Inspiring
The bravery of a heroic general, or the
presence of a renowned friendly unit,
can convince warriors to stand their
ground a little longer.
If this unit, or any friendly unit within
12cm of this unit, is Routed, the
opponent must re-roll that Morale test.
The second result stands.
Militia
Militia are poorly equipped and
trained; rarely expected to be sent into
battle. If they do find themselves on a
battlefield, they should be expected to
run away, and not handle their
weaponry with great proficiency.
Militia may appear useless, then, but
they are cheap.
Militia units may not form square.
Nimble
Used by lightly armed units like light
cavalry, this rule makes the unit
considerably more manoeuvrable.
The unit can make a single extra pivot
of up to 90 degrees around its centre at
any point during its movement, even
while charging.
Piercing
This rule is used for all ranged attacks
that can penetrate cover with ease.
All shooting hits inflicted by the unit
are so powerful that they can punch
their way through cover easily, so they
never suffer the -1 penalty for soft
cover on their rolls to hit. They also
suffer a -1 rather than -2 to hit when
shooting at targets in hard cover.
Skirmish
Fast and agile, these men are experts
in using every scrap of cover and every
fold in the landscape to hide. This
makes them hard to spot and worse,
hard to kill. Their range and accuracy
are exemplary, but they lack the skills
necessary for close combat.
Skirmishing units move as normal but
are allowed to pivot as many times as
they want during an Advance move.
Skirmishers move through area terrain
as though its open ground.
Enemies shooting at skirmishers
receive an additional -1 to hit modifier.
Skirmishers can be seen through and
shot through by friendly troops.
Enemies attacking skirmishing troops
in melee receive an additional +1 to hit
modifier.
Sound the Charge
The speed of a cavalry charge is its
main defence against the enemy fire
and increases the shock value in
combat.
When charging units with this special
rule roll 3D6, discard the lowest result,
and add this result to their speed value.
Fighting a Battle
In the course of the Napoleonic wars many battles were fought. Wether by chance or
design no two battles were ever the same. Each General tried to outwit his enemies in
strategy, by leading his army by devious routes to cut off the enemys lines of supply
and communication, or luring him into unfavourable positions.
By following the 7 steps below, you can randomly build a battle of evenly matched
armies where the situation gives neither side a particular advantage.
1.
2.
3.
4.
5.
6.
7.
Set up Battlefield
Roll for Battle
Dice off for defender and attacker
Roll for Victory conditions
Roll for deployment
Deploy armies
Fight the Battle
1. Set up Battlefield
Now that you have selected your
armies, the next thing to do is set up a
suitable battlefield. A battlefield could
be as simple as draping a green cloth of
your dinning table to a fully sculpted
purpose built gaming table. However
battlefields are never wide open flat
plains, so you will want to add scenery.
A Napoleonic battle could happen
anywhere, on the edge of a town such
as Austerlitz or Waterloo, on the
treacherous and frozen slopes of a
mountain pass such as the battle of
Rivoli or an assault over a river with
2. Roll for Battle
There are two ways to determine which
type of battle to fight. The first is to
pick randomly, by rolling a D6 and
consulting the table below;
1-2
3-4
5-6
Pitched Battle
Surprise Attack
Flank Attack
fords, bridges
crossings such
Borodino.
Pitched Battle
In a pitched battle both Generals have
decided to confront each other at this
disputed piece of terrain. Both armies
are fully prepared for battle and there
is still plenty of time to manoeuvre
units into an unyielding battleline
before the battle starts.
60cm
Surprise Attack
In a surprise attack the attacking army
has been able to move deep into the
defenders territory without detection.
Luckily for the defending General, his
army occupy tactically advantageous
ground. Each army has prepared a
devastating surprise attack giving each
other little time to respond.
Flank Attack
The attacking force has used speed and
manoeuvrability to out flank the
defenders position. The attackers are
attempting to surround the defenders
and annihilate them, while the defender
must quickly react and counter attack
their enemies own exposed flanks.
24cm
Attackers
Deployment
Zone
Defenders
Deployment
Zone
Victory Points
Objectives
Eagles and Colours
Victory Points
Unless one player concedes beforehand
You receive a number of victory
the winner is the player who has
points equal to half the points value
accumulated the most victory points at
(rounding up) of each enemy unit
the end of the game. Victory points are
wavering at the end of the game.
scored as follows;
If you routed the enemy general you
You receive a number of victory
receive 100 victory points in addition
points equal to the points value of
to the victory points scored for his
each enemy unit you have routed.
points value.
Objectives
Each player has two objective markers
Unless one player concedes beforehand
which they place on the battlefield
the winner is the player who has
before they deploy their army but after
captured the most objectives at the end
the attacker and defender have been
of the game. An objective is captured
determined. The players must place
by the closest non wavering unit within
one of their objectives in their
12cm of the objective. If it is unclear
deployment zone and the other in the
which of two opposing units has
no mans land area of the battlefield
captured an objective, then that
(i.e. not in theirs or the opponents
objective is considered contested and
deployment zones). It is encouraged
neither side can claim it.
that the objectives are placed on key
terrain features such as a building,
In the event of both players having an
bridge or hill ect and not in the middle
equal number of objectives, use victory
of an open field which has no tactical
points to determine the winner.
importance.
Meeting Engagement
You have encountered the enemy as
Starting with the defender, players take
they are deploying for battle, however
it in turns to deploy a single unit at a
there is still enough time to deploy and
time in their deployment zones.
prepare your own forces before the
enemy can initiate hostilities.
Hidden dispositions
Conditions have made scouting
the battlefield. Both players deploy
impossible; however the enemys
their entire army out of sight of the
battlefield intelligence is as bad as
enemy behind the screen. Once
yours.
deployment is complete the screen is
removed to reveal both armies.
In order to keep deployment a secret, a
screen is erected across the centre of
Escalating Engagement
Your forces are dispersed across the
does the same. The players start the
country side with your fast cavalry and
game with the attacker deciding who
skirmishers scouting for the enemies
must play the first turn.
location. As soon as they are sighted
your forces are to converge and engage
From the start of each players second
them.
turn, the players must roll a D6 for
each non deployed unit. On a 4+ that
The defender deploys all of his fast
unit must move onto the battlefield
cavalry and light infantry units within
from any table edge within the players
his deployment zone. Then the attacker
deployment zone.
6. Deploy Armies
Now, that both armies have been
chosen and the battlefield has been set
up, its time to put your forces on the
table.
The defending player must always
deploy first (except for when Hidden
dispositions is being used). The
T|t
Zxxt
Name
Size
Special rules
Command
Radius
Morale
Cost
Special Orders
Very Inspiring
12 cm
8/10
36 Pts
Special Orders
Very Inspiring
14 cm
9/11
98 Pts
Special Orders
Very Inspiring
16 cm
10/12
192 Pts
Special Orders
Very Inspiring
18 cm
11/13
324 Pts
Special Orders
Very Inspiring
20 cm
12/14
498 Pts
Brigadier General
Major General
Lieutenant General
General
Field Marshal
_|x \yt
Name
Size
Speed
Range
Firepower
Accuracy
Melee
Morale
Special
rules
Cost
24
5+
6+
10/12
39
24
5+
5+
10/12
46
24
5+
5+
10/12
Headstrong
Elite(1)
55
24
5+
5+
-/12
German
Fusiliers
Hungarian
Fusiliers
German
Grenadiers
Hungarian
Grenadiers
Brave
Elite(1)
69
_|z{ \yt
Name
Grenzers
Size
Speed
Range
Firepower
Accuracy
Melee
Morale
Special
rules
Cost
27
5+
6+
8/10
Skirmish
33
30
4+
6+
8/10
Skirmish
39
30
4+
6+
8/10
Skirmish
Headstrong
60
30
4+
6+
-/10
Landesschutzen
Jaegers
Windbchse
Jaegers
Skirmish
Elite(1)
71
_|z{ Vtt
Name
Size
Speed
Range
Firepower
Accuracy
Melee
Morale
12
4+
8/10
12
12
5+
5+
8/10
12
5+
8/10
12
4+
-/10
Uhlans
Dragoons
Hussars
1st
Hussars
Special
rules
Nimble
Elite(1)
Sound the
Charge
Nimble
Elite(1)
Sound the
Charge
Nimble
Headstrong
Elite(1)
Sound the
Charge
Brave
Nimble
Elite(1)
Sound the
Charge
Cost
42
44
49
60
[xt Vtt
Name
Cuirassiers
Size
Speed
Range
Firepower
Accuracy
Melee
Morale
10
5+
10/12
10
6+
10/12
Chevauxlger
Special rules
Breakthrough
Sound the
Charge
Breakthrough
Nimble
Sound the
Charge
T|x
Name
Size
Speed
Range
Firepower
Accuracy
Melee
Morale
Light Artillery
36
5+
8/10
36
5+
8/10
Canister
Indirect
Blast(D3)
69
60
5+
8/10
Canister
Piercing
74
36
5+
8/10
Canister
Indirect
Blast(D6)
91
7 Inch
Howitzer
Heavy
Artillery
Experimental
Howitzer
Special
rules
Canister
Piercing
Cost
35
Cost
42
49
Yxv{ T
Zxxt
Name
Size
Special rules
Command
Radius
Morale
Cost
Special Orders
Very Inspiring
12 cm
8/10
36 Pts
Special Orders
Very Inspiring
14 cm
9/11
98 Pts
Special Orders
Very Inspiring
16 cm
10/12
192 Pts
Special Orders
Very Inspiring
18 cm
11/13
324 Pts
Special Orders
Very Inspiring
20 cm
12/14
498 Pts
Brigadier General
Major General
Lieutenant General
General
Field Marshal
_|x \yt
Name
National
Guard
Fusiliers
Size
Speed
Range
Firepower
Accuracy
Melee
Morale
Special
rules
Cost
24
6+
6+
9/11
Militia
25
24
5+
6+
10/12
39
24
5+
5+
10/12
Headstrong
49
5+
-/13
Elite(1)
Inspiring
Fear
Brave
95
Grenadiers
Old Guard
4
24
4+
_|z{ \yt
Name
Size
Speed
Range
Firepower
Accuracy
Melee
Morale
Cost
8/10
Special
rules
Skirmish
Chasseurs
Voltigeurs
27
5+
6+
27
4+
6+
8/10
Skirmish
37
27
4+
6+
8/10
Skirmish
Elite(1)
41
27
4+
6+
-/10
Skirmish
Elite(1)
59
Tirailleurs
Voltigeurs
of the
Guard
33
_|z{ Vtt
Name
Size
Speed
Range
Firepower
Accuracy
Melee
Morale
Chasseurs
a Cheval
12
5+
8/10
12
4+
8/10
12
5+
8/10
12
12
5+
5+
8/10
Lancers
Hussars
Dragoons
Special
rules
Nimble
Sound the
Charge
Nimble
Elite(1)
Sound the
Charge
Nimble
Headstrong
Sound the
Charge
Nimble
Elite(1)
Sound the
Charge
Cost
39
42
47
64
[xt Vtt
Vtt
Name
Size
Speed
Range
Firepower
Accuracy
Melee
Morale
Cuirassiers
10
5+
10/12
10
5+
10/12
10
4+
10/12
10
5+
-/12
Carbiniers
a Cheval
Guard
Lancers
Empress
Dragoons
Special rules
Breakthrough
Elite(1)
Sound the
Charge
Breakthrough
Elite(2)
Sound the
Charge
Breakthrough
Elite(1)
Inspiring
Sound the
Charge
Brave
Breakthrough
Inspiring
Elite(1)
Sound the
Charge
Cost
44
46
61
66
T|x
Name
Size
Speed
Range
Firepower
Accuracy
Melee
Morale
Medium
Artillery
48
5+
8/10
36
5+
8/10
60
5+
8/10
Canister
Piercing
Elite(1)
85
-/10
Canister
Piercing
Inspiring
Elite(1)
177
6 Inch
Howitzer
Heavy
Artillery
Artillerie
a Pied
60
4+
Special
rules
Canister
Piercing
Elite(1)
Canister
Indirect
Blast(D3)
Elite(1)
Cost
59
74
[x T|x
Name
Size
Speed
Range
Firepower
Accuracy
Melee
Morale
Horse
Artillery
2/2
10
36
5+
8/10
2/2
10
36
4+
-/10
Artillerie a
Cheval
Special
rules
Canister
Piercing
Elite(1)
Canister
Piercing
Inspiring
Elite(1)
Cost
36
61
Zxt U|t|
Zxxt
Name
Size
Special rules
Command
Radius
Morale
Cost
Special Orders
Very Inspiring
12 cm
8/10
36 Pts
Special Orders
Very Inspiring
14 cm
9/11
98 Pts
Special Orders
Very Inspiring
16 cm
10/12
192 Pts
Special Orders
Very Inspiring
18 cm
11/13
324 Pts
Special Orders
Very Inspiring
20 cm
12/14
498 Pts
Brigadier General
Major General
Lieutenant General
General
Field Marshal
_|x \yt
Name
Size
Speed
Range
Firepower
Accuracy
Melee
Morale
Fencibles
Foot
24
6+
6+
24
5+
24
5+
Highlander
Foot
Foot
Guard
24
4+
Cost
9/11
Special
rules
Militia
6+
10/12
Elite(1)
43
5+
10/12
Brave
Headstrong
Elite(1)
55
5+
-/12
25
Brave
Elite(2)
Inspiring
101
_|z{ \yt
Name
Size
Speed
Range
Firepower
Accuracy
Melee
Morale
Cost
8/10
Special
rules
Skirmish
Light Foot
KG Legion
Light Foot
27
5+
6+
27
4+
6+
8/10
Skirmish
37
30
4+
6+
8/10
Skirmish
39
30
4+
6+
-/10
Skirmish
Elite(1)
61
33
Rifles
95 Rifles
Green
Jackets
_|z{ Vtt
Name
Size
Speed
Range
Firepower
Accuracy
Melee
Morale
Light
Dragoons
12
12
5+
6+
8/10
12
12
5+
5+
8/10
Nimble
Sound the
Charge
42
47
58
Kings
German
Legion
Light
Dragoons
th
15
Hussars
12
5+
8/10
Nimble
Headstrong
Sound the
Charge
12
4+
-/10
Nimble
Sound the
Charge
th
10
Hussars
Special
rules
Nimble
Sound the
Charge
Cost
40
[xt Vtt
Name
Size
Speed
Range
Firepower
Accuracy
Melee
Morale
Heavy
Dragoons
10
12
5+
6+
10/12
10
12
5+
5+
10/12
Breakthrough
Sound the
Charge
51
10
12
4+
5+
10/12
Breakthrough
Sound the
Charge
55
10/12
Breakthrough
Inspiring
Sound the
Charge
59
Dragoon
Guards
Royal
Scots
Greys
Horse
Guards
10
5+
Special rules
Breakthrough
Sound the
Charge
Cost
44
T|x
Name
Light
Artillery
Medium
Artillery
Size
Speed
Range
Firepower
Accuracy
Melee
Morale
36
5+
8/10
48
5+
8/10
Canister
Piercing
52
36
5+
8/10
Canister
Indirect
Blast(D3)
79
48
6+
8/10
Indirect
Blast(D6)
92
Howitzer
Rocket
Battery
Special
rules
Canister
Piercing
Cost
35
[x T|x
Name
Size
Speed
Range
Firepower
Accuracy
Melee
Morale
Horse
Artillery
2/2
10
36
5+
8/10
Special
rules
Canister
Piercing
Cost
33
c|t T
Zxxt
Name
Size
Special rules
Command
Radius
Morale
Cost
Special Orders
Very Inspiring
12 cm
8/10
36 Pts
Special Orders
Very Inspiring
14 cm
9/11
98 Pts
Special Orders
Very Inspiring
16 cm
10/12
192 Pts
Special Orders
Very Inspiring
18 cm
11/13
324 Pts
Special Orders
Very Inspiring
20 cm
12/14
498 Pts
Brigadier General
Major General
Lieutenant General
General
Field Marshal
_|x \yt
Name
Size
Speed
Range
Firepower
Accuracy
Melee
Morale
Cost
9/11
Special
rules
Militia
Landwehr
Musketeers
24
6+
6+
24
5+
5+
10/12
46
24
5+
5+
10/12
Headstrong
Elite(1)
55
Grenadiers
Foot Guard
4
24
4+
5+
-/12
25
Brave
Inspiring
Elite(1)
80
_|z{ \yt
Name
Size
Speed
Range
Firepower
Accuracy
Melee
Morale
Special
rules
Cost
30
4+
6+
8/10
Skirmish
39
30
4+
6+
8/10
Skirmish
Elite(1)
43
27
5+
6+
9/11
Jaegers
Silesian
Schuetzen
Prussian
Fusiliers
Skirmish
militia
Fusiliers are an elite light infantry unit, able to form a firing line or skirmish as required.
54
_|z{ Vtt
Name
Size
Speed
Range
Firepower
Accuracy
Melee
Morale
Special
rules
Cost
12
4+
8/10
Nimble
41
12
4+
8/10
Nimble
Elite(1)
42
12
5+
8/10
Nimble
Headstrong
47
Lancers
Brandenburg
Uhlans
Hussars
[xt Vtt
Name
Cuirassiers
Life Hussars
Size
4
Speed
10
Range
-
Firepower
4
Accuracy
-
Melee
5+
Morale
10/12
Special rules
Breakthrough
Cost
42
10
5+
10/12
Breakthrough
Elite(1)
44
10
4+
10/12
Breakthrough
51
10
12
5+
5+
10/12
Breakthrough
51
Towarczys
Dragoons
T|x
Name
Size
Speed
Range
Firepower
Accuracy
Melee
Morale
Light Artillery
36
5+
8/10
36
5+
8/10
Canister
Indirect
Blast(D3)
69
60
5+
8/10
Canister
Piercing
74
36
5+
8/10
Canister
Indirect
Blast(D6)
91
7 Inch
Howitzer
Heavy
Artillery
Experimental
Howitzer
Special
rules
Canister
Piercing
Cost
35
[x T|x
Name
Size
Speed
Range
Firepower
Accuracy
Melee
Morale
Horse
Artillery
2/2
10
36
5+
8/10
Special
rules
Canister
Piercing
Cost
33
e|t
Zxxt
Zxxt
Name
Size
Special rules
Command
Radius
Morale
Cost
Special Orders
Very Inspiring
12 cm
8/10
36 Pts
Special Orders
Very Inspiring
14 cm
9/11
98 Pts
Special Orders
Very Inspiring
16 cm
10/12
192 Pts
Special Orders
Very Inspiring
18 cm
11/13
324 Pts
Special Orders
Very Inspiring
20 cm
12/14
498 Pts
Brigadier General
Major General
Lieutenant General
General
Field Marshal
_|x \yt
Name
Size
Speed
Range
Firepower
Accuracy
Melee
Morale
Cost
9/11
Special
rules
Militia
Opelchenie
Musketeers
24
6+
6+
24
5+
5+
10/12
46
24
5+
5+
10/12
Headstrong
Elite(1)
55
Grenadiers
Lifeguard
4
24
4+
5+
-/12
24
Brave
Inspiring
Elite(1)
80
_|z{ \yt
Name
Russian
Jaegers
17th
Jaeger
Regiment
th
Size
Speed
Range
Firepower
Accuracy
Melee
Morale
Special
rules
Cost
30
5+
6+
8/10
Skirmish
34
27
5+
6+
9/11
Skirmish
Militia
54
17 Jaegers are an elite light infantry unit, able to form a firing line or skirmish as required.
_|z{ Vtt
Name
Size
Speed
Range
Firepower
Accuracy
Melee
Morale
Cossack
Cavalry
12
5+
8/10
12
4+
8/10
12
5+
8/10
12
30
4+
6+
8/10
Nimble
Sound the
Charge
Uhlans
Hussars
42Mounted
Rifles
Special
rules
Nimble
Sound the
Charge
Nimble
Sound the
Charge
Nimble
Headstrong
Sound the
Charge
Cost
39
41
47
49
[xt Vtt
Name
Pavlograd
Hussars
Dragoons
Size
Speed
Range
Firepower
Accuracy
Melee
Morale
Special rules
Cost
10
5+
10/12
Breakthrough
42
10
12
5+
6+
10/12
Breakthrough
44
10
4+
10/12
Breakthrough
49
10
5+
-/12
Breakthrough
Elite(1)
Inspiring
61
Cuirassiers
Chevaliers
Garde
T|x
Name
Size
Speed
Range
Firepower
Accuracy
Melee
Morale
Light Artillery
36
5+
8/10
60
5+
8/10
Canister
Piercing
72
36
5+
8/10
Canister
Indirect
Blast(D6)
91
60
5+
8/10
Canister
Indirect
Blast(D6)
230
Heavy
Artillery
Experimental
Howitzer
20-lber
Unicorn
Special
rules
Canister
Piercing
Cost
35
[x T|x
Name
Size
Speed
Range
Firepower
Accuracy
Melee
Morale
Horse
Artillery
2/2
10
36
5+
8/10
Special
rules
Canister
Piercing
Cost
33