C&C Napoleonics Reference - Troops & Terrain 6.01
C&C Napoleonics Reference - Troops & Terrain 6.01
C&C Napoleonics Reference - Troops & Terrain 6.01
Leaders
● Leader attached to a unit allows the unit to ignore 1 Flag.
● Lone Leader counts as Support.
● When unit hit roll 2 dice casualty check for 2 sabres. 1 dice if unit destroyed. Surviving Leader retreats 1-3.
● Lone Leader may be fired upon or meleed with normal dice. Is hit on 2 sabres at range and 1 sabre in melee. Surviving Leader retreats 1-3.
● May be repositioned up to 3 hexes by Tactician Card Default Action.
Tactician Cards
● Start battle with indicated number. Only draw more when a Command Card instructs you to.
● No limit on number that may be held.
● May play any number in a turn but each Leader or unit may only have 1 card a turn played on them by each side.
● Terrain effects always apply unless specifically ignored by card.
● Second played Tactician Card trumps the first one.
● DEFAULT ACTION: before drawing Command Card may discard to reposition a Leader up to 3 hexes (terrain still applies)
Infantry Squares
● Square may not be formed if at 2 or lower Command Cards (1 in Epic & LGB) or if Infantry is on buildings or attacked across fieldworks.
● When attacked by cavalry infantry may form square. Place random Command Card face down on square track.
● Squares always attack first when in battle with Cavalry. Cavalry may not ignore Flags from squares.
● Squares and cavalry attack each other with 1 Die. Nothing may add dice but terrain may subtract.
● Squares cannot move or retreat – lose blocks instead. Squares provide support but do not receive it.
● Ordered Unit may come out of square when no Cavalry adjacent. (happens in orders phase)
Infantry Garrison
● Ordered infantry with 2 or more blocks that moves from a building or Walled Garden may create a 1 block garrison (from spare blocks).
● Garrison block: cannot move; has 1 Die in battle with no National modifiers; is eliminated if it retreats; does not count as a Victory Banner.
● A friendly unit may enter the Garrison block's hex. The Garrison block is removed with no effect on the entering unit.
● Garrison block may hold Victory Banner hexes.
Grand Battery
● 2 or more adjacent ordered artillery that have not moved may combine their dice for a direct LOS attack.
Forest Type
Must Stop.
-1 In -2 In and Out
Forest No battle except Light type Inf & - -1 In and Out Blocks -
No effect Out No effect for Cossacks
Cossacks
Must Stop.
Walled -1 In -2 In and Out Ignore 1 Flag
No battle except Light type Inf & - -1 In and Out Blocks
Garden No effect Out No effect for Cossacks May have Garrison
Cossacks
Hill Type
-1 up hill
-1 up or down hill
Hill - No effect down hill No effect Blocks Same plateau hills do not block LOS
No effect hill to hill
-1 ranged hill to hill
Water Type
River,
Impassable - -
Lake
Building Type
Town,
-2 In -3 In and Out Infantry cannot form square
Tower, Must Stop, No Battle - -1 In and Out Blocks
No effect Out No extra dice from Cavalry Charge May have Garrison
Windmill
Sand Quarry
INFANTRY All infantry may: Take Ground - Form Square - Combined Arms - Leave Garrison on building
Unit Code Blocks Types Move Range Fire (hold) Fire (move) Melee Retreat Ignore Special
Blocks
Line Infantry LI 4 - 1&B 2 LI Blocks 1/2 Blocks Round up LI 1 - -
(+1 v Inf)
1&B
Light Infantry LT 4 Light 2 LT Blocks +1 1/2 Blocks Round up +1 LT Blocks 1 - -
2 & NB
1&B
Young Guard YG 4 Light,Guard 2 YG Blocks +1 1/2 Blocks Round up +1 YG Blocks +1 1 1 Flag -
2 & NB
Old Guard OG 4 Guard 1&B 2 OG Blocks +1 1/2 Blocks Round up +1 OG Blocks +2 1 2 Flags -
Blocks
Militia MI 4 - 1&B 2 MI Blocks 1/2 Blocks Round up MI 3 - -
(no sabres)
CAVALRY All cavalry may: Retire and Reform - Take Ground, Breakthrough, and Bonus Combat - Combined Arms
Unit Code Blocks Type Move Range Fire (hold) Fire (move) Melee Retreat Ignore Special
Light Lancer Cavalry LNCR 4 - 3&B - - - - LNCR Blocks 1 - Reroll flags on attack except v CU
Cuirassier CU 4 Heavy 2&B - - - - CU Blocks +1 1 1 Flag Ignore 1 ranged hit from Infantry
ARTILLERY All artillery may: Combined Arms - Fire over adjacent friendly troops from Hill - Form Grand Battery
Unit Code Blocks Type Move Range Fire (hold) Fire (move) Melee Retreat Ignore Special
Foot Artillery FA 3 - 1 -or- B 5 FA 4-3-2-1-1 - FA 4 1 - -
1 3-2-1-1 - 1 3
Guard Foot Artillery GFA 3 - 1 -or- B 5 GFA 5-3-2-1-1 - GFA 5 1 2 Flags -
1 4-2-1-1 - 1 4
Horse Artillery HA 3 Horse 1&B 4 HA 3-2-1-1 3-2-1 HA 3 1 - -
2 & NB 1 2-1-1 - 1 2
Guard Horse Artillery GHA 3 Horse 1&B 4 GHA 3-2-1-1 3-2-1 GHA 3 1 2 Flags -
2 & NB 1 2-1-1 - 1 2
INFANTRY All infantry may: Take Ground - Form Square - Combined Arms - Leave Garrison on building
Unit Code Blocks Type Move Range Fire (hold) Fire (move) Melee Retreat Ignore Special
1&B
Light Infantry LT 5 Light 2 LT Blocks +1 1/2 Blocks Round up +1 LT Blocks 1 - -
2 & NB
1&B Blocks
Rifle Light Infantry RL 3 Light 3 RL Blocks +1 1/2 Blocks Round up +1 RL 1 - -
2 & NB (no sabres)
Guard Grenadier GG 5 Guard 1&B 2 GG Blocks +1 1/2 Blocks Round up +1 GG Blocks +1 1 2 Flags -
CAVALRY All cavalry may: Retire and Reform - Take Ground, Breakthrough, and Bonus Combat - Combined Arms
Unit Code Blocks Type Move Range Fire (hold) Fire (move) Melee Retreat Ignore Special
ARTILLERY All artillery may: Combined Arms - Fire over adjacent friendly troops from Hill - Form Grand Battery
Unit Code Blocks Type Move Range Fire (hold) Fire (move) Melee Retreat Ignore Special
Foot Artillery FA 3 - 1 -or- B 5 FA 4-3-2-1-1 - FA 4 1 - -
1 3-2-1-1 - 1 3
Horse Artillery HA 3 Horse 1&B 4 HA 3-2-1-1 3-2-1 HA 3 1 - -
2 & NB 1 2-1-1 - 1 2
May not Combined Arms.
Does not need LOS.
Rocket Battery RB 3 - 2 -or- B 5 RB 2-2-2-2-2 - RB 2 1 - Requires 2 matching unit icons to hit.
Flags it rolls may not be ignored.
Is also hit at range with 2 Sabres
INFANTRY All infantry may: Take Ground - Form Square - Combined Arms - Leave Garrison on building
Unit Code Blocks Type Move Range Fire (hold) Fire (move) Melee Retreat Ignore Special
1&B
Light Infantry LT 3 Light 2 LT Blocks +1 1/2 Blocks Round down +1 LT Blocks 1 - -
2 & NB
Blocks
Militia MI 4 - 1&B 2 MI Blocks 1/2 Blocks Round down MI 3 - -
(no sabres)
CAVALRY All cavalry may: Retire and Reform - Take Ground, Breakthrough, and Bonus Combat - Combined Arms
Unit Code Blocks Type Move Range Fire (hold) Fire (move) Melee Retreat Ignore Special
ARTILLERY All artillery may: Combined Arms - Fire over adjacent friendly troops from Hill - Form Grand Battery
Unit Code Blocks Type Move Range Fire (hold) Fire (move) Melee Retreat Ignore Special
Foot Artillery FA 3 - 1 -or- B 5 FA 4-3-2-1-1 - FA 4 1 - -
1 3-2-1-1 - 1 3
INFANTRY All infantry may: Take Ground - Form Square - Combined Arms - Leave Garrison on building
Unit Code Blocks Type Move Range Fire (hold) Fire (move) Melee Retreat Ignore Special
Line Infantry LI 3 (4) - 1&B 2 LI Blocks 1/2 Blocks Round up LI Blocks 1 1 Flag -
1&B
Light Infantry LT 3 (4) Light 2 LT Blocks +1 1/2 Blocks Round up +1 LT Blocks 1 1 Flag -
2 & NB
1&B
Guard Light GLT 4 Light,Guard 2 GLT Blocks +1 1/2 Blocks Round up +1 GLT Blocks 1 2 Flags -
2 & NB
Guard Grenadier GG 4 Guard 1&B 2 GG Blocks +1 1/2 Blocks Round up +1 GG Blocks +1 1 2 Flags -
Blocks
Militia MI 4 - 1&B 2 MI Blocks 1/2 Blocks Round down MI 3 - -
(no sabres)
CAVALRY All cavalry may: Retire and Reform - Take Ground, Breakthrough, and Bonus Combat - Combined Arms
Unit Code Blocks Type Move Range Fire (hold) Fire (move) Melee Retreat Ignore Special
Light Lancer Cavalry LNCR 4 - 3&B - - - - LNCR Blocks 1 - Reroll flags on attack except v CU
Blocks
Militia Light Lancer MLNCR 4 - 3&B - - - - MLNCR 3 - Reroll flags on attack except v CU
(no sabres)
Cuirassier CU 4 Heavy 2&B - - - - CU Blocks +1 1 1 Flag Ignore 1 ranged hit from infantry
Blocks
Cossack Militia Cavalry COS 2 - 3&B - - - - COS 3 - Does not count as a victory banner.
(no sabres)
ARTILLERY All artillery may: Combined Arms - Fire over adjacent friendly troops from Hill - Form Grand Battery
Unit Code Blocks Type Move Range Fire (hold) Fire (move) Melee Retreat Ignore Special
Foot Artillery FA 3 (4) - 1 -or- B 5 FA 4-3-2-1-1 - FA 4 1 - -
1 3-2-1-1 - 1 3
Guard Foot Artillery GFA 3 - 1 -or- B 5 GFA 5-3-2-1-1 - GFA 5 1 2 Flags -
1 4-2-1-1 - 1 4
Horse Artillery HA 3 Horse 1&B 4 HA 3-2-1-1 3-2-1 HA 3 1 - -
2 & NB 1 2-1-1 - 1 2
Guard Horse Artillery GHA 3 Horse 1&B 4 GHA 4-2-1-1 4-2-1 GHA 4 1 2 Flags -
2 & NB 1 3-1-1 - 1 3
Infantry Add 1 block to a Line Infantry unit to bring it up to paper strength (4 blocks) & place a paper strength counter in the unit’s hex.
Cavalry Place a Cossack Militia Cavalry unit on an unoccupied hex adjacent to any Russian unit.
Artillery Add 1 artillery block to an artillery unit to bring it up to paper strength (4 blocks) & place a paper strength counter in the unit’s hex.
Place an available Field Works hex (only a field works hex that covers 2 sides of the hex may be placed) on a hex with an infantry or artillery unit.
Sabre
If the unit is already on a terrain hex, replace the terrain hex with an available terrain hex that contains the terrain and Field Works.
Add 1 block to a Light Infantry unit to bring it up to paper strength (4 blocks) & place a paper strength counter in the unit’s hex.
Flag - OR -
Do any one of the above four actions, unless the action is prevented in the scenario’s briefing notes.
INFANTRY All infantry may: Take Ground - Form Square - Combined Arms - Leave Garrison on building
Unit Code Blocks Type Move Range Fire (hold) Fire (move) Melee Retreat Ignore Special
Blocks
Line Infantry LI 4 - 1&B 2 LI Blocks 1/2 Blocks Round down -1 LI 2 - -
(-1 if moved)
1&B Blocks
Light Infantry LT 5 Light 2 LT Blocks 1/2 Blocks Round down LT 2 - -
2 & NB (-1 if moved)
Grenadier GR 4 Guard 1&B 2 GR Blocks 1/2 Blocks Round down GR Blocks +1 2 1 Flag -
Blocks
Militia MI 4 - 1&B 2 MI Blocks 1/2 Blocks Round down -1 MI (-1 if moved) 3 - -
(no sabres)
CAVALRY All cavalry may: Retire and Reform - Take Ground, Breakthrough, and Bonus Combat - Combined Arms
Unit Code Blocks Type Move Range Fire (hold) Fire (move) Melee Retreat Ignore Special
Cuirassier CU 3 Heavy 2&B - - - - CU Blocks +1 2 1 Flag Ignore 1 ranged hit from infantry
ARTILLERY All artillery may: Combined Arms - Fire over adjacent friendly troops from Hill - Form Grand Battery
Unit Code Blocks Type Move Range Fire (hold) Melee Retreat Ignore Special
Foot Artillery FA 3 - 1 -or- B 5 FA 4-3-2-1-1 - FA 4 1 - -
1 3-2-1-1 - 1 3
INFANTRY All infantry may: Take Ground - Form Square - Combined Arms - Leave Garrison on building
Unit Code Blocks Types Move Range Fire (hold) Fire (move) Melee Retreat Ignore Special
Max 1 mv Force March/Bayonet Charge
Line Infantry LI 5 - 1&B 2 LI Blocks 1/2 Blocks Round down LI Blocks 2 -
Battalion Mass instead of square
1&B
Light Infantry LT 4 Light 2 LT Blocks +1 1/2 Blocks Round down +1 LT Blocks 1 - -
2 & NB
1&B Blocks
Grenzer Light GRZ 4 Light 2 GRZ Blocks +1 1/2 Blocks Round down +1 GRZ 2 - -
2 & NB (no sabres)
Blocks
Militia MI 4 - 1&B 2 MI Blocks 1/2 Blocks Round down MI 3 - -
(no sabres)
CAVALRY All cavalry may: Retire and Reform - Take Ground, Breakthrough, and Bonus Combat - Combined Arms
Unit Code Blocks Types Move Range Fire (hold) Fire (move) Melee Retreat Ignore Special
Light Lancer Cavalry LNCR 4 - 3&B - - - - LNCR Blocks 1 - Reroll flags on attack except v CU
Cuirassier CU 4 Heavy 2&B - - - - CU Blocks +1 1 1 Flag Ignore 1 ranged hit from Infantry
ARTILLERY All artillery may: Combined Arms - Fire over adjacent friendly troops from Hill - Form Grand Battery
Unit Code Blocks Types Move Range Fire (hold) Fire (move) Melee Retreat Ignore Special
Foot Artillery FA 3 - 1 -or- B 5 FA 4-3-2-1-1 - FA 4 1 - -
1 3-2-1-1 - 1 3
Horse Artillery HA 3 Horse 1&B 4 HA 3-2-1-1 3-2-1 HA 3 1 - -
2 & NB 1 2-1-1 - 1 2
Unit Code Blocks Types Move Range Fire (hold) Fire (move) Melee Retreat Ignore Special
Blocks +1 melee only on battleback or no move
Line Infantry LI 4 - 1&B 2 LI Blocks 1/2 Blocks Round down LI 1 then 2 -
(+1 if no move) i.e. not First Strike/Infantry Battle First
1&B
Light Infantry LT 4 Light 2 LT Blocks +1 1/2 Blocks Round down +1 LT Blocks 1 - -
2 & NB
Grenadier GR 4 Guard 1&B 2 GR Blocks 1/2 Blocks Round down GR Blocks +1 1 1 Flag -
Guard Grenadier GG 4 Guard 1&B 2 GG Blocks +1 1/2 Blocks Round down +1 GG Blocks +1 1 2 Flags -
Blocks
Militia MI 4 - 1&B 2 MI Blocks 1/2 Blocks Round down MI 3 - -
(no sabres)
CAVALRY All cavalry may: Retire and Reform - Take Ground, Breakthrough, and Bonus Combat - Combined Arms
Unit Code Blocks Types Move Range Fire (hold) Fire (move) Melee Retreat Ignore Special
Light Lancer Cavalry LNCR 3 - 3&B - - - - LNCR Blocks 1 - Reroll flags on attack except v CU
Blocks
Militia Lancer Cavalry MLNCR 3 - 3&B - - - - MLNCR 3 - Reroll flags on attack except v CU
(no sabres)
Cuirassier CU 3 Heavy 2&B - - - - CU Blocks +1 1 1 Flag Ignore 1 ranged hit from Infantry
ARTILLERY All artillery may: Combined Arms - Fire over adjacent friendly troops from Hill - Form Grand Battery
Unit Code Blocks Types Move Range Fire (hold) Fire (move) Melee Retreat Ignore Special
Foot Artillery FA 3 - 1 -or- B 5 FA 4-3-2-1-1 - FA 4 1 - -
1 3-2-1-1 - 1 3
Horse Artillery HA 3 Horse 1&B 4 HA 3-2-1-1 3-2-1 HA 3 1 - -
2 & NB 1 2-1-1 - 1 2
Prussian Iron Will Counters Start the game with the indicated number of counters. Spend 1 counter to ignore a flag rolled against a Prussian Unit.
Freeloading Phill's Reference Sheet v6.01