Eagles & Colours Ver0.6

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    Version 0.6

    By Chambo666

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    Xx? DKCHXx? DKCHXx? DKCHXx? DKCH

    The French revolution instilled the

    French with the ideals of liberty, social

    equality and fraternity as opposed to

    life under the oppressive rule of the

    Bourbon kings. The Revolution also

    destabilised France, destroying theeconomy, thus making it easier for

    rivals to capture French territory and

    colonies. Neighbouring monarchies

    found these revolutionary ideals

    threatening to their power as well as to

    world stability.

    Now, crowned the Emperor of France,

    Napoleon has maintained his

    popularity with many victories in

    Europe. The French now have animpressive empire under Napoleon

    who has used his strength to redraw the

    map of Europe. He also has a great

    weakness; his treatment of enemies

    and rivals has not been entirely tactful

    or polite. He has caused offence to

    nearly everyone, taking not giving,

    even when he should have been

    conciliatory. He has managed, through

    poor diplomacy, to make the British

    look like attractive allies to many.

    As a result, the Austrians are waiting

    for an opportunity to strike back at

    France for their recent humiliations

    and losses. The Russians, too, will

    strike down this new upstart emperor if

    given a chance, and will they ignoreNapoleon's instructions to ban trade

    with England? The Prussians,

    apparently, are content to sit and wait,

    but for how long? Will they idly sit by

    if it becomes necessary to extend

    French power into northern Germany?

    And then there is always the British,

    that vindictive little island will have to

    be dealt with at some time.

    The stage is set as all of Europe standson the brink of conflict. Diplomacy has

    failed, negotiations have moved onto

    the battlefield, where the musket and

    bayonet are the order of the day,

    artillery is the most feared weapon, yet

    cavalry and sword are still necessary

    for victory. Who will prevail? Will

    Napoleon capture all of Europe or will

    the old order be able to preserve the

    status quo.

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    IntroductionEagles 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 forbattles 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 theNapoleonic 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 continuethe game as quickly as possible. If a

    rules dispute cannot be resolved with

    both players in agreement, roll a D6 to

    determine which players interpretation

    applies in that instance. On a 1-3,

    player A may decide, on a 4-6 player B

    may decide.

    What you need to play.

    An ArmyEagles and Colours uses 10mm scale

    RISK board game figures based on

    20mm square bases which represent

    various infantry battalions, cavalry

    regiments and artillery batteries from

    the Napoleonic era. Generals are based

    on 20mm diameter round bases.However other miniature and scales

    and basing conventions can be used

    with a little adaptation. Each unit has

    an assigned points value, given in

    their relevant army list. Points values

    reflect a units worth within its army.

    Players choose a force from one of the

    army lists to a predetermined total

    points value to ensure forces are

    evenly matched.

    DiceThe game system uses standard six

    sided dice; 1D6 means one six sided

    dice reading 1 to 6; 2D6 means two six

    sided dice added together to read 2 to

    12; D3 means a six sided dice used to

    read 1, 2 or 3, use the following

    method; 1 or 2 = 1, 3 or 4 = 2 and 5 or

    6 = 3.

    BattlefieldYou will need a battlefield for your

    armies to fight over, whether it is the

    kitchen table, lounge room floor or a

    well modelled wargames table. The

    players set up the terrain for there

    armies to fight over in a mutually

    agreeable manner. Battlefield size can

    be as large or small as you want but a

    battlefield of 120 x 120 cm will allow

    enough room to deploy and manoeuvretwo good sized armies.

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    MarkersUnits are stands of miniatures with

    infantry, cavalry, or artillery figures.

    All other figures used in the game are

    Markers.

    Players may need to create Markers to

    represent;

    Damage

    Disruption

    Wavering

    A Morale test is required

    Unit rank

    Command rating

    Markers are not bases; they do not

    exist for purposes of combat, shooting

    (they cant be targets), distance to the

    enemy, etc.

    General Principals

    Front, Rear, FlankNormally units have four facings: front,

    rear, left flank and right flank. Each of

    these facings possesses an arc, anarea determined by drawing imaginary

    lines at 45 degree angles from each

    corner of the unit, as shown in below.

    Arc of SightDuring 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.

    First, well assume that your unit can

    only see things that are at least

    partially in its front arc its arc of

    sight. The flank and rear arcs are

    completely blind.

    Real Line of SightOf course, terrain and other units can

    get in the way and hide targets that are

    in your units arc of sight. To

    determine whether your unit can

    actually see a target that is in its arc of

    sight, simply lean down on the table

    and look from behind the unit. If the

    unit can see over 50% of a target unit

    then the entire unit can see it. It is

    acceptable to see a target unit bylooking over the heads of an

    intervening unit, assuming that the

    shooting unit is on a hill or elevated

    position. It is not acceptable however

    to see an enemy through the tiny gaps

    in-between the models of any

    intervening units assume that units

    are solid. If youre unsure whether

    your unit can see a target or not, roll a

    die. On a 4+ he can see it, on 3 or less

    he cannot.

    UnitsUnits 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.

    Examples of 3 types of elements, Artillery, Cavalry and

    Line Infantry.

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    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 eachother 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.

    Legal unit formations allowed are

    these:

    LineA one element deep line formation has

    all of its bases abreast, in flush contact

    in a single line. Line Formation

    maximises a units firepower, with

    men standing shoulder to shoulder in

    long ranks providing the maximum

    frontage to deliver volleys of musket

    fire, while sacrificing manoeuvrability

    and defence against a charging enemy.

    Units in line formation are able todirect all their fire power in there arc of

    sight, causing maximum damage to

    targets in the shoot phase.

    Column of MarchThe 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 manoeuvrethan all other formations. It however

    lacks firepower and is vulnerable to the

    flanks.

    A unit moving in a column of March

    follows its leading element, which may

    pivot in any direction, any number of

    times with the trailing elements

    snaking a path behind it.

    Units in column of March are able to

    advance over difficult terrain without

    movement penalty and may March

    through open terrain.

    The disadvantages of column of March

    formation are due to it narrow frontage,

    only the front element may shoot,

    reducing a units fire power to one.

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    Column of AttackAlso 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 marchingdown 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.

    Units in Column of Attack formation

    receive a +1 to hit modifier in melee.

    Only the front elements may shoot

    therefore Columns of Attack have a

    reduced fire power of two when

    shooting.

    Due to the close packed nature of units

    in Column of Attack formation, enemyshooting attacks receive a +1 to hit

    modifier.

    SquareOnly 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 bristlingbayonets 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.

    Infantry squares have a 360 arc of

    sight, and do not have any flanks or

    rear facings. Each element may shoot

    independently to its frontal arc, with afirepower value of one. Infantry in

    Squares are the only units which may

    split fire over different enemy units.

    Squares may only receive Halt! &

    Change Formation! orders.

    Units attacking a Square in melee must

    reroll all successful hits, the second

    result stands. In addition enemy

    cavalry units receive a -1 to hitmodifier.

    Due to the close packed nature of units

    in Square formation, enemy shooting

    attacks receive a +1 to hit modifier.

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    StatsEach unit has a series of statistics

    (stats for short), which define how

    powerful it is in the game. These are:

    Name. The units name and rankmarker.

    Size. The number of elements that

    make up the unit.

    Speed (Sp) How fast the unit moves,

    in centimetres (cm).

    Range The range in cm of the units

    shooting attack.

    Fire Power (Fp)The number of dicethe unit rolls when attacking at range

    and in melee.

    Accuracy (Ac) The score needed bythe unit to hit an enemy with a ranged

    attack. If it has no normal ranged

    attacks, this is a .

    Melee Skill (MS) The score neededby the unit to hit an enemy with a

    melee attack.

    Morale (Mo) A combination of the

    units size and its training and

    discipline, this stat shows how resistant

    it is to damage suffered.

    Special Rules Any special equipment

    (like ranged weapons) and rules that

    apply to the unit.

    Cost The points value of the unit.

    Example of unit stats

    Rank Markers: Used to tell thedifference in the quality of units from

    the same troop type. Rank markers

    distinguish between elite, veteran

    Guard units and poorly led, untrained

    Militia. Basically, the higher the units

    rank, the better it is. It is important that

    you place the correct rank markers

    with your units so they are easily

    recognisable to your opponent.

    Measuring DistanceYou can measure distances at any time

    you like. Distances are always

    measured to or from the nearest points

    between elements in the two units. In

    order to avoid confusion, keep your

    units at least 1cm away from all other

    units (friends and enemies) at all times.

    This is not true when charging see

    Charge!

    The TurnMuch 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 indetail later.

    Name Size Speed Range Firepower Accuracy MeleeSkill

    Morale Specialrules

    Cost

    Old Guard

    4 5 24 4 4+ 5+ -/13

    BraveElite(1)

    InspiringFear

    95

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    Troop Types

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    Light InfantryLight 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. LightInfantrys 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.

    Example of Light Infantry: French Voltigeurs.

    Line InfantryLine 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. LineInfantry 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.

    Example of Line Infantry: French Fusiliers in lineformation

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    T|xT|xT|xT|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).

    ArtilleryPrecise 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 cavalryattacks. 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, howitzeror unicorn.

    Unlimbered French Artillery Battery.

    Horse ArtilleryTo 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. Thisis 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;

    Limbered Horse Artillery

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    General units are the centrepiece of

    your army. Your Generals are

    represented by a single element on a

    20mm round base which must include

    the great man himself, but may also

    include his body guards, messengers,observers and other hangers-on as

    make up his entourage. All Generals

    have the Very Inspiring and Special

    Orders special rules.

    Generals as game piecesGenerals are different from other

    pieces in the game. Most stands

    represent a substantial body of troops.

    Generals represent a tiny number of

    individuals, some of whom may bescattered about the battle field in the

    role of messenger, scouts and

    observers. The following rules

    represent this;

    Generals do not have flanks or rearfacings. Consequently, enemies never

    double/triple there firepower when

    attacking a General.

    Generals move with a Speed of12cm and can make any number of

    pivots. Generals may move At the

    Double! But will lose a command star

    for the rest of that turn.

    When shooting at a General,enemies suffer an additional -1 to hit

    modifier.

    In melee, enemies receive anadditional +1 to hit modifier to their

    rolls.

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    Generals statsUnlike 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 commandradius depending on the commanders

    rating thus:

    Generals

    Rank

    Command

    Rating

    Command

    Radius

    Field Marshal20 cm

    General18 cm

    Lieutenant

    General 16 cm

    Major

    General 14 cm

    Brigadier

    General 12 cm

    If any part of a friendly unit is within

    the command radius of the ArmysGeneral (as measured base-to-base)

    then that unit is considered to be in

    command. A unit that is in command

    is subject to the Generals special rules.

    If a unit is more than the command

    radius from the Armies General (as

    measured base-to-base) then that unit

    is not in command. The more stars a

    general has, the less likely your troops

    will be to run away and the better they

    will fight.

    Special Rules

    Very InspiringAs per the Inspiring Special rule,

    except the range is increased to the

    Generals Command Radius.

    Special OrdersA 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;

    At the Double! During the movephase allow a unit to make an

    additional Advance! move.

    Retreat! During the move phaseallow a unit to make an additional

    Retreat! move.

    On my Command, unleash hell!

    During the shoot or melee phases,you may modify the Firepower,

    Accuracy or Melee Skill value (you

    choose which) of a unit by +1 until

    the start of your next turn.

    Rally! Anytime during your turn,roll a number of dice equal to the

    current damage markers on a unit.

    Each dice that rolls 4+ succeeds in

    removing one damage marker.

    Once used, a star is considered

    exhausted and may not be reused until

    it is replenished. All command rating

    stars are replenished at the start of the

    players next move phase.

    You must declare to your opponent

    that you are using a command star and

    what you are using it for, before the

    unit carries out the action.

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    Move Phase

    During the Move phase of your turn, pick each of your units in turn, and give them

    one of the following orders:

    Halt!The unit does not move at all. If

    already in melee the unit will continue

    to fight this turn.

    Change Facing!The unit remains stationary and can

    pivot around its centre to face any

    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

    unit into contact with the enemy for

    hand-to-hand combat.

    To change formation, one stand of the

    unit must remain in place whilst the

    other stands form the new formation

    around it. An infantry unit changing

    formation from a square into another

    formation may form up into its new

    formation facing any direction.

    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. Side-

    stepping cannot be used to bring a unit

    into contact with the enemy for hand-

    to-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 pivotaround 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.

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    Charge!

    A charge is the only way your units

    can move into contact with the enemy.

    A unit can charge a single enemy unit

    (the target) as long as the following

    conditions are met:

    The target is at least partially in your

    units front arc;

    The distance between the charging

    units closest base and the closest point

    of the target unit is equal to or less than

    the result on a roll of 2D6 plus your

    units Speed value; if this distance is

    not sufficient to reach the enemy unit,

    than it has made a failed charge.

    Rules for failed charges are detailed

    below.

    There is enough space for your unit

    to physically move into contact with

    the target by moving as described

    below.

    Moving ChargersAs they move, charging units can

    move forward without measuring how

    much distance they actually cover, and

    pivot twice around their centre up to90, 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 isflush with it. Finally, shuffle the

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    chargers sideways until their formation

    centre is facing directly opposite the

    centre of the target unit, or as close as

    possible to it.

    Flank and Rear ChargesIf a charging unit is mostly in the

    targets front arc when the order to

    Charge is given, the unit must charge

    the targets front facing. If a charging

    unit is mostly in the targets right or

    left flank arc when the order to Charge

    is given, the unit must charge the

    targets appropriate flank facing.

    If a charging unit is mostly in the

    targets rear arc when the order toCharge is given, the unit must charge

    the targets rear facing.

    Multiple Charges

    Against the Same TargetIf two or more of your units are able to

    charge the same enemy unit, they can

    do so, as long as they can fit. Just issue

    a simultaneous order to all of the units

    that are charging the same target. Once

    contact is made, any units that have

    charged the same facing of the target

    will have to share the space available

    as equally as possible, so shuffle them

    sideways. If there isnt enough space

    for all of the units to fit against the

    facing of the target they are charging,some of the units will not charge and

    must be given a different order.

    Remember that when charging, units

    dont have to stay 1cm away from

    friends and enemies, and this means

    that sometimes a charging unit may

    end up in contact with both its target

    and one or more enemy units it has not

    charged (e.g. when charging a unit that

    is part of a tight enemy battle line). Inthis case, youll have to nudge these

    enemy units backwards until they are

    no longer touching.

    Failed ChargeA unit that makes a failed charge

    moves directly towards its target a

    number of centimetres equal to the

    highest single dice rolled for the charge

    distance.

    Unit Interpenetration

    FriendsFriendly 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 bothyou and your opponent can clearly tell them apart.

    EnemiesEnemy units, on the other hand, block movement. Your units can never approachto within 1cm of them, except when charging.

    Interpenetration When PivotingIn 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 theirmove (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 ofblocking terrain (and completely on the table!), and 1cm away from both friendly

    and enemy units.

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    Terrain

    Defending ObstaclesSometimes 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 terrainpieces 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.

    Single Terrain PiecesThese are individual pieces like a lone

    tree, a house, a boulder, a fence, a

    hedge or a wall. They will be eitherblocking terrain, an obstacle or

    decorative terrain.

    Blocking Terrain. Units cannot move

    across blocking terrain and must go

    around it. We recommend treating

    rivers, high walls and other large

    pieces as blocking terrain.

    Obstacles. Obstacles are long and

    narrow pieces of terrain, like a low

    wall, a fence, a hedge, a stream, etc.

    something that a man could see over

    and clamber across easily. Units can

    move over obstacles normally (even

    ending halfway over them), but cannot

    cross them while Marching.

    Decorative Terrain. A unit can move

    over decorative terrain pieces as it

    pleases, ignoring them altogether and

    nudging them out of the way if it ends

    its move on top of any (but remember

    to put them back in their original

    position once the unit moves off!).

    This is best for small terrain pieces likesmall bushes or individual trees.

    Areas of Difficult TerrainThis type of terrain consists of things

    like woods, farms/hamlets, crop fields,

    areas of broken, rocky terrain or scree,

    and so on. They are normally made by

    gluing a number of pieces of terrain

    onto a large base. This conveniently

    shows the area of the terrain the

    entire area of this base counts asdifficult terrain. Units can move

    through these areas, but every

    centimetre they cross counts as two

    centimetres.

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    Buildings

    Buildings are, without a doubt,

    amongst the most important pieces of

    terrain on a battlefield. They offersubstantial protection to those inside

    and are a good vantage point to rain

    fire on the enemy. Defenders firmly

    ensconced in a building can only be

    driven out by determined assault or

    concentrated artillery barrage.

    Infantry units can occupy buildings

    and gain defensive bonuses against

    enemy shooting and melee attacks.

    Cavalry and artillery units may neverenter a building.

    Occupying buildings

    An infantry unit may occupy an empty

    building if it can move into base

    contact with the building during the

    Move phase. A unit may not enter a

    building on the same turn in which it

    was ordered to March!. Then remove

    the unit from the table and mark the

    building in some way as a reminder

    that the unit is inside.

    Only room for one

    No more than one unit may occupy a

    building at any time. No other unit

    may enter the structure unless the

    previous tenants have left (or been

    driven out).

    Abandoning a Building

    A unit can exit a building in the movephase, though not in the same turn that

    it entered the structure. Place the unit

    in any desired formation, with at least

    one stand touching the building. A unit

    may not move any further in the turn it

    exits the building its far to busy

    reordering its battle formation. Units

    may not charge from buildings.

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    Shooting from buildings

    Infantry in the buildings may shoot in

    any direction with range measured

    from the wall closest to the target. All

    shooting is considered to be from thebuildings top floor for line of site

    purposes.

    Shooting at units in buildings

    Enemy units may fire at the unit in a

    building by measuring range and line

    of site to any part of the building.

    Infantry in buildings are very well

    protected and are treated as being in

    hard cover for both ranged and meleeattacks.

    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

    around the buildings doors, windows

    and other openings. Its hard to

    maintain the impetus of a charge in

    such a confined area, so units

    assaulting a building suffer from a

    disrupted charge and therefore have a -1 modifier to their melee Skill on the

    turn they charge.

    Combat Resolution

    Combat is resolved as normal with the

    attacker testing the defenders morale.

    If the result is Steady! or Wavering!

    the assaulting unit may either Halt or

    Retreat in the next turn as usual. If the

    assaulting unit Halts, it remains incontact with the building and the melee

    continues in the next players turn and

    will go on until one side routes or

    retreats.

    The normal disruption or wavering

    rules apply.

    However, if the occupying unit is

    routed, any one of the assaulting units

    may immediately occupy the building.

    If the assaulting unit does not occupy

    the building it pulls back 1cm.

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    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.

    Hills and shootingUnits on a hill are able to draw line of

    sight over other units (friends and foes)

    on a lower level, making hills practical

    vantage points for your troops to rain

    fire down upon you foes.

    Units on a hill may fire at any unit

    within their arc of sight and range.

    They are not restricted to only shooting

    at the closest enemy unit.

    Hills and MeleeUnits holding the high ground have a

    distinct advantage in melee as the

    enemy will tire more quickly and move

    more slowly when fighting up hill.

    While units charging down hill will

    gain extra momentum for the charge.

    Any unit whose charge began uphillfrom an enemy unit receives +1 to their

    melee skill.

    Any unit whose charge began downhill

    from an enemy unit receives -1 to their

    melee skill.

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    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!

    If you start the Shoot phase and have

    not issued orders to all of your units, it

    is assumed that all units you have not

    ordered during the Move phase have

    been ordered to Halt.

    Units armed with missile weapons canshoot only once in their turn. All

    elements of a unit must shoot at the

    same target. If a unit has two or more

    types of ranged attacks, it can only use

    one per turn.

    Formations and Shooting

    Units in Column of March or Square

    formation (who have a ranged attack)

    have their firepower value reduced to 1.

    Melee and Shooting

    Units that are in base contact with

    enemies cannot shoot, and cannot be

    shot at.

    Disrupted

    Units that have just come out of melee

    with the enemy (i.e. had been melee in

    the previous turn and survived) cannot

    shoot or use any other form of ranged

    attack. This is because they still have

    their close combat weapons out or

    bayonets attached and need the rest of

    the Shoot phase to put them away,

    reload their missile weapons and

    recover the necessary concentration

    and organization that are necessary to

    start using their ranged attacks again.

    In its next Move phase a disrupted unit

    can not receive Change Formation! Or

    At the Double! orders.

    Picking a Target

    A unit can pick a single enemy unit asa 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.

    The distance between the base of

    the shooting unit and the closest pointof the target is equal to or less than

    your units weapon range.

    Shooting and Hitting the Target

    Once the target has been picked, roll a

    number of dice equal to the firing

    units Fire Power value. Your units

    dice rolls, with any modifiers that

    apply, must score a number equal to or

    higher than its Accuracy value in order

    to hit its target. Discard any dice that

    score less than that.

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    Firing on Flanks and Rears

    Being fired upon from the flank or rear

    is not only devastating for the amount

    of casualties sustained but will drain

    the morale of even the most elite units.

    Any unit fired upon from the flank or

    rear must take extra damage.

    If your unit is shooting an enemy to the

    flank, it doubles its Fire Power.

    If your unit is attacking an enemy to

    the rear, it trebles its Fire Power.

    Modifiers

    A number of factors can make a hit

    less likely to happen. The most

    common are:

    -1 extreme range. The target is over

    half of the attacks range away.

    -1 soft cover. The target is in soft

    cover.

    -2 hard cover. The target is behind

    hard cover or in a building.

    -1 moving. The firing unit received

    any order other than Halt that turn.

    Each of these factors is deducted from

    the score rolled by the dice. For

    example, if your unit normally needs a

    4+ to hit, but its shooting at a target incover, you will need 5 or more to hit

    instead. If the target was at extreme

    range as well, you would need 6s.

    Any dice that rolls a 1 is always a miss,

    regardless of modifiers. However, if

    modifiers to the roll mean that the unit

    would need more than 6 to hit, it can

    still shoot and will need 6 to hit, but it

    only rolls dice equal to half of its Fire

    Power (rounding down).

    Recording Damage

    For each hit, place a damage marker

    next to the unit. This represents

    physical damage and casualties as well

    as a decline in the units morale,

    cohesion and its will to fight on. As the

    unit accumulates damage markers, it

    might be more convenient to record

    this by writing it down, or placing a die

    (possibly an unusual one, of a different

    size or colour, to avoid rolling it bymistake) next to a single damage

    marker behind the unit, or using some

    other suitable tokens.

    Testing Morale

    At the end of the Shoot phase, test the

    Morale of any unit you inflicted

    damage on in that phase. This test is

    described later, and will determine

    whether the damaged units stand,

    waver or route.

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    Melee Phase

    Melee represents a combination of

    hand to hand fighting and extremely

    close ranged missile fire between yoursoldiers 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 fallencomrades.

    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 enemyunit 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.

    Mle and Hitting the Target

    To attack a unit in melee, roll a number

    of dice equal to the attacking units

    Fire Power value. Your units dice

    rolls, with any modifiers that apply,

    must score a number equal to or higher

    than its Melee value in order to hit its

    target. Discard any dice that score less

    than that.

    Melee on Flanks and RearsIf an attacking unit is on the targets

    right or left flank facing, the unit must

    attack the targets appropriate flank

    facing. If a firing unit is mostly in the

    targets rear arc, the unit must fire on

    the targets rear facing.

    Being attacked from the flank or rear is

    not only devastating for the amount of

    casualties sustained but will quicklydrain the morale of even the most elite

    units.

    Any unit charged on the flank or rear

    must take extra damage.

    If your unit is attacking an enemy to

    the flank, it doubles its Attacks.

    If your unit is attacking an enemy to

    the rear, it trebles its Attacks.

    Melee modifiers

    The following modifiers apply to a

    units to hit rolls:

    +1 Column of Attack. The attacking

    unit is in column of attack formation.

    +1 Charge from high ground. The

    unit charged down hill. Bonus only

    applies on the turn that the unit

    charged.

    -1 disrupted charge. The chargers

    move has gone through any portion of

    one or more areas of difficult terrain,

    over an obstacle, into a defended

    building or any kind of cover. The

    disrupted charge modifier only counts

    on the turn that the attacking unitcharged.

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    -1 Target on High Ground. The unit

    charged uphill or an elevated position.

    This modifier only applies for the turn

    the unit charged into melee.

    Testing Morale

    At the end of each individual combat,

    test the Morale of the enemy unit

    regardless of wether you inflicted

    damage or not. This test is described

    later, and will determine whether the

    damaged units stand, waver or route.

    Target Destroyed Regroup

    If your unit(s) managed to rout thetarget, it can do one of the following:

    stay where it is and pivot around its

    centre to face any direction (as per a

    Change Facing order).

    move directly forward D6cm, it must

    move the full distance rolled but must

    not contact another enemy unit.

    move directly backwards D3cm (with

    the same restrictions).

    Target Remains Fight on

    If, on the other hand, your unit(s) did

    not manage to rout their enemies, the

    units remain in contact so the melee

    will continue in the next players turnand will go on until one side routes or

    retreats.

    Halt! Or Retreat!

    In subsequent turns, any non charging

    units already in melee may only

    receive orders to Halt! or to Retreat!

    A Halt! Order is used when you want

    your units to remain in melee andcontinue to fight on.

    A Retreat! Order is used to disengage

    your units from melee. Both your units

    and the enemies will be disrupted after

    a retreat from melee.

    As a unit accumulates damage, it will

    become more and more likely to lose

    combat, until eventually it will turn tail

    and run from the field, never to return.

    Also remember to make the melee

    modifiers work for you!

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    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 yourturn - 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 toPanic! 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 enemyunits 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.

    A unit does not take a panic test if itis already in Melee the immediate

    threat blots out all other events going

    on around them.

    A unit does not take a panic test if itis already Wavering fear has already

    taken these soldiers, the prospect of

    further jeopardy does not accelerate

    their flight.

    A unit does not take a panic test if ithas already passed one earlier in that

    phase (Shoot or Melee) even if thereare multiple reasons to test for Panic.

    How to TestEach unit has two numbers under its

    Morale value. The first number is the

    units Wavering limit; the second

    number is its Routing limit. Units with

    a-instead of a wavering limit cannot

    be wavered.

    To test the Nerve of an enemy unit, roll2D6 and add to the result the current

    damage points on the unit. This is the

    total youre using to attack the enemy

    units Morale. This total is then

    compared with the Morale value of the

    enemy unit.

    If the total is equal to or higher thanthe units Routing limit, the unit

    suffers a Rout (see below).

    If the total is lower than the Routing

    limit, but equal to or higher than the

    Wavering limit, the unit suffers from a

    Wavering result (see below).

    If the total is lower than the units

    Wavering limit, then the unit is said to

    be Steady, which means it is

    completely unaffected and continues to

    fight on as normal.

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    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 closecombat and will not be able to use their

    ranged attacks in their next turn. You

    may want to mark these units with a

    disruptedmarker.

    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 sodisrupted 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 testingNerve, the enemy is filled with implacable resolve and

    will always be Steady and fight on, regardless of any

    modifier.

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    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.

    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.

    If the units ranged attack hits the

    target, roll a die as indicated in thebracket and multiply the hit by the

    result of the die. For example, if a unit

    suffers a hit from a Blast (D6) ranged

    attack, it will suffer from one to six

    hits rather than a single one.

    BraveThese soldiers are elite veterans who

    are utterly fearless and will neve give

    up a battle, no matter how hopeless the

    situation.

    A unit with the brave special rule

    passes all panic tests automatically.

    BreakthroughExperts at mle combat whos role are

    to penetrate through enemy lines in a

    decisive blow.

    If the unit managed to rout its target in

    melee, it can move directly forward2D6cm (instead of the normal D6cm);

    also, it may make contact with another

    enemy unit, and if so will immediately

    engage in another round of melee, as if

    it has charged.

    CanisterInstead of normal shot, cannons can be

    loaded with canister shot which allows

    them to be fired against enemies

    nearby like a massive shotgun.

    The unit may either fire normally or

    fire Canister shot. Canister shot has a

    range of 12cm, roll to hit as normal,

    then pair the missed dice so the sum of

    the pairs equals or exceeds the value

    required for a hit. For example, An

    Artillery battery (Firepower of 4) fires

    canister at an approaching enemy androlls 5, 4, 3 and a 2. The batteries

    Accuracy is 5+ so the roll of 5 is a hit.

    The canister rule allows the 2 and 3 (or

    4) to be added together to make a 5 (or

    6 or 7), so another hit, for a total of 2

    hits. The roll of remaining dice is a

    miss.

    Elite(n)Troops with this rule are supremely

    skilled true masters of the art of war.

    Whenever the unit rolls to hit, it can re-

    roll up to n failed to hit dice.

    FearThese soldiers prowess is world-

    renowned and the mere presence of

    these men on the battlefield can strike

    fear into the hearts of their enemies.

    All enemy units within 12cm of thisunit re-roll all Steady results for

    Morale tests. The second result stands.

    Units subject to both Fear and

    Inspiring use the result of the first

    Morale test and do not re-roll.

    HeadstrongWhenever the unit begins a turn

    Wavering, it rolls a die. On a 4+ it

    shrugs off the effects of Wavering and

    can act normally that turn.

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    IndirectThe 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 thepresence 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.

    MilitiaMilitia 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.

    NimbleUsed 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.

    PiercingThis 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 punchtheir 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.

    SkirmishFast 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 itsmain 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.

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    Choosing your Army

    Each nation has its own army list with

    all the rules and characteristics needed

    to forge your miniatures into a mighty

    fighting force.

    CostEvery unit has been assigned a Cost

    value, which reflects a units worth

    within its army. Generally, the higher

    the Cost, the better the unit will be. By

    adding the cost of all the units you

    have selected together, you can find

    out the total cost of your army.

    Knowing the total cost of your army isimportant, as it give you a way of

    reckoning your armys effectiveness.

    To play a game, you and your

    opponent will need to decide the size

    of battle to fight. The larger the battle,

    the larger the total cost of the armies

    involved. For the sake of balance, most

    games will take place between armies

    of an equal total cost. However, your

    games dont have to be balanced; youdont have to have an equal total cost

    on both sides. It allows you to tweak

    your games to enact a famous last

    stand of a hopelessly outnumbered

    defender, a charge of light brigade

    proportions, re-fight an historic battle

    or to simply impose a handicap on a

    more experienced opponent.

    Size of GameWhat total cost you and your opponent

    decide on will depend upon how long

    you want the game to take. At a total

    cost of up to 250 points per side you

    will have enough units for a Brigade

    sized battle which will be competed in

    less that an hour. 500 points would be

    a divisional sized battle, which will

    take 1-2 hours, A Corps sized battle

    (over 1,000 point and up to 2,000points) will probably last most of an

    evening. Anything over 2,000 points

    (multiple Corps) may take most of a

    day to complete.

    RestrictionsThere are no restrictions to the type

    and combinations of units you can

    include in your army. However, this

    can sometime lead to unbalanced

    armies that may get in the way of a fungame. Therefore players can impose

    any army restrictions they see fit.

    i.e. you might think Artillery units are

    over powered and therefore impose a

    maximum of 2 artillery units for each

    army.

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    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 supplyand 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.Set up Battlefield2.Roll for Battle3.Dice off for defender and attacker

    4.Roll for Victory conditions5.Roll for deployment6.Deploy armies7.Fight the Battle

    1. Set up BattlefieldNow 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 sculptedpurpose 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

    fords, bridges and other water

    crossings such as the battle of

    Borodino.

    Players set up scenery in a mutually

    agreeable manner. There are no hardand fast rules about how you set up the

    battlefield. Remember that the

    objective of setting up a battlefield is

    to provide an interesting and

    entertaining battle, not to impede

    movement to the point where armies

    are unable to get to grips.

    2. Roll for BattleThere 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 Pitched Battle

    3-4 Surprise Attack

    5-6 Flank Attack

    The second method is to discuss the

    matter with your opponent and agree

    which battle you want to fight.

    Each battle is described below. The

    details of battlefield layout including

    army deployment areas are detailed

    using a battle map.

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    Pitched BattleIn 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 manoeuvreunits into an unyielding battleline

    before the battle starts.

    Surprise AttackIn 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 advantageousground. Each army has prepared a

    devastating surprise attack giving each

    other little time to respond.

    Flank AttackThe attacking force has used speed and

    manoeuvrability to out flank the

    defenders position. The attackers areattempting to surround the defenders

    and annihilate them, while the defender

    must quickly react and counter attack

    their enemies own exposed flanks.

    3. Dice off for Attacker and DefenderBoth players roll a D6, The highest

    scoring player decides whether he will

    be the attacker or the defender.

    There are advantages to either

    defending or attacking. The defender

    has the choice of the best ground to

    deploy his army, where the attacker

    holds the initiative during the opening

    phases of the battle.

    The defender always chooses which

    deployment zone he will deploy his

    army. The attacker always decides

    which player will take the first turn of

    the game.

    Defenders

    Deployment

    Zone

    Attackers

    Deployment

    Zone

    Defenders Deployment Zone

    Attackers Deployment Zone

    24cm

    Defenders Deployment Zone

    Attackers Deployment Zone

    60cm

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    4. Roll for victory conditionsThere are many ways to determine the

    victor of a battle, was it the General

    who captured and held all his

    objectives, the army who annulated the

    opposition or was it the force that outfought their opponents before night fall

    called an end to hostilities.

    There are two ways to determine what

    the victory condition of your battle will

    be. The first is to pick randomly, by

    rolling a D6 and consulting the table

    below;

    1-2 Victory Points

    3-4 Objectives5-6 Eagles and Colours

    The second method is to discuss the

    matter with your opponent and agree

    which battle you want to fight. Each

    victory condition is described below.

    Victory PointsUnless one player concedes beforehand

    the winner is the player who has

    accumulated the most victory points at

    the end of the game. Victory points are

    scored as follows;

    You receive a number of victorypoints equal to the points value of

    each enemy unit you have routed.

    You receive a number of victorypoints equal to half the points value

    (rounding up) of each enemy unit

    wavering at the end of the game.

    If you routed the enemy general youreceive 100 victory points in addition

    to the victory points scored for his

    points value.

    ObjectivesEach player has two objective markers

    which they place on the battlefieldbefore they deploy their army but after

    the attacker and defender have been

    determined. The players must place

    one of their objectives in their

    deployment zone and the other in the

    no mans land area of the battlefield

    (i.e. not in theirs or the opponents

    deployment zones). It is encouraged

    that the objectives are placed on key

    terrain features such as a building,

    bridge or hill ect and not in the middleof an open field which has no tactical

    importance.

    Unless one player concedes beforehand

    the winner is the player who hascaptured the most objectives at the end

    of the game. An objective is captured

    by the closest non wavering unit within

    12cm of the objective. If it is unclear

    which of two opposing units has

    captured an objective, then that

    objective is considered contested and

    neither side can claim it.

    In the event of both players having an

    equal number of objectives, use victorypoints to determine the winner.

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    Eagles and ColoursUnless one player concedes beforehand

    the winner is the player who breaks the

    enemy army first. An army breaks as

    soon as its courage value equals its

    break point.

    An armys break point is equal to a

    quarter of its starting courage value

    (rounding up).

    An armys courage value is equal to

    the current number of line infantry

    units in the army plus two for the

    armys general.

    For example, an army with five line

    infantry units (5 courage points) and ageneral (2 courage points) has a

    starting courage value of 7and a break

    point of 2, meaning it will break once

    its courage value is reduced to 2.

    5. Roll for deploymentThere are two ways to determine the

    method the players will deploy their

    armies for battle. The first is to pickrandomly, by rolling a D6 and

    consulting the table below;

    1-2 Meeting Engagement

    3-4 Hidden dispositions

    5-6 Escalating Engagement

    The second method is to discuss the

    matter with your opponent and agree

    which deployment method you want touse. Each deployment method is

    described below.

    Meeting EngagementYou have encountered the enemy as

    they are deploying for battle, however

    there is still enough time to deploy andprepare your own forces before the

    enemy can initiate hostilities.

    Starting with the defender, players take

    it in turns to deploy a single unit at a

    time in their deployment zones.

    Hidden dispositionsConditions have made scouting

    impossible; however the enemys

    battlefield intelligence is as bad as

    yours.

    In order to keep deployment a secret, a

    screen is erected across the centre of

    the battlefield. Both players deploy

    their entire army out of sight of the

    enemy behind the screen. Once

    deployment is complete the screen is

    removed to reveal both armies.

    Escalating EngagementYour forces are dispersed across the

    country side with your fast cavalry and

    skirmishers scouting for the enemies

    location. As soon as they are sighted

    your forces are to converge and engage

    them.

    The defender deploys all of his fast

    cavalry and light infantry units withinhis deployment zone. Then the attacker

    does the same. The players start the

    game with the attacker deciding who

    must play the first turn.

    From the start of each players second

    turn, the players must roll a D6 for

    each non deployed unit. On a 4+ that

    unit must move onto the battlefield

    from any table edge within the playersdeployment zone.

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    6. Deploy ArmiesNow, 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

    defender places his units or unit into

    his chosen deployment zone, then the

    attacker places his unit/s in the

    opposite deployment zone. Continue

    deploying both armies until thedeployment instructions have been

    satisfied.

    7. Fight the Battle

    First turnOnce deployment has finished, the

    attacking player determines who will

    play the first turn. There are

    advantages to going first, being thefirst to inflict damage on the enemy

    and capturing key terrain unopposed.

    However, going second also has

    advantages, being able to react to your

    opponents manoeuvrers and using the

    last turn of the game to take objectivesfrom the enemy who will not be able to

    fight back.

    Game LengthUnless one player concedes or his

    army breaks beforehand, the battle will

    last for 12 turns, at the end of which

    the winner is determined by the victory

    conditions chosen for the battle.

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    T|tT|tT|tT|t

    5g{xx tx5g{xx tx5g{xx tx5g{xx tx tx tx tx tx uxuxuxux xxwxxwxxwxxw uxxx {xuxxx {xuxxx {xuxxx {x {x y{x y{x y{x y [t[t[t[tuz tw {xuz tw {xuz tw {xuz tw {xt UttxAt UttxAt UttxAt UttxA

    Francis I is the first Hapsburg monarch

    to use the title Emperor of Austria. His

    ancient possessions in the Holy RomanEmpire have been largely stripped

    away by a series of military disasters

    inflicted by the "Emperor" Napoleon.

    The old Empire is no more. In Italy

    and Germany, General Bonaparte

    personally oversaw military campaigns

    that broke Austrian Hapsburg

    dominance. Despite a relatively

    generous peace settlement in 1801, the

    Hapsburg throne lost too much.

    France remains a threat: it is unlikely

    that Napoleon can ever let matters rest

    as they are now. His legitimacy as a

    ruler is bought and paid for in military

    glory, and that cannot be won in times

    of peace. His attitude towards other

    nations is tinged with contempt at best,

    and hostility at worst. Austria, then,

    has to choose sides. Fortunately, there

    are potential allies in the Russians and

    the British. Indeed, the British may beideal allies, for they are likely to want

    the return of Hanover, thus weakening

    Prussian power within Germany. They

    also have an exceptionally large

    amount of money to help finance their

    continental allies.

    The Russians will expect to be

    compensated for any efforts against

    Napoleon by Polish territory, but

    Austria can put up with such anarrangement. The difficulty may lie in

    coming to an arrangement with Prussia:

    can Germany be divided equably? But

    there is much to be gained by finding

    allies: Austria needs help if she is to

    regain the lost lands of Italy and,

    finally, remove the revolutionary threat

    that is France.

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    ZxxtZxxtZxxtZxxtName Size Special rules

    CommandRadius

    Morale Cost

    Brigadier General

    1Special OrdersVery Inspiring 12 cm 8/10 36 Pts

    Major General

    1Special OrdersVery Inspiring

    14 cm 9/11 98 Pts

    Lieutenant General

    1Special OrdersVery Inspiring

    16 cm 10/12 192 Pts

    General

    1Special OrdersVery Inspiring

    18 cm 11/13 324 Pts

    Field Marshal

    1 Special OrdersVery Inspiring 20 cm 12/14 498 Pts

    _|x \yt_|x \yt_|x \yt_|x \ytName Size Speed Range Firepower Accuracy Melee Morale Special

    rulesCost

    GermanFusiliers

    4 5 24 4 5+ 6+ 10/12 - 39

    HungarianFusiliers

    4 5 24 4 5+ 5+ 10/12 - 46

    GermanGrenadiers

    4 5 24 4 5+ 5+ 10/12Headstrong

    Elite(1)55

    HungarianGrenadiers

    4 4 24 4 5+ 5+ -/12BraveElite(1) 69

    _|z{ \yt_|z{ \yt_|z{ \yt_|z{ \ytName Size Speed Range Firepower Accuracy Melee Morale Specialrules

    Cost

    Grenzers2 6 27 2 5+ 6+ 8/10 Skirmish 33

    Landesschutzen2 6 30 2 4+ 6+ 8/10 Skirmish 39

    Jaegers2 6 30 2 4+ 6+ 8/10

    SkirmishHeadstrong

    60

    WindbchseJaegers

    2 6 30 3 4+ 6+ -/10Skirmish

    Elite(1) 71

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    Yxv{Yxv{Yxv{Yxv{ TTTT

    Napoleon Bonaparte, born in 1769, to a minor

    Corsican noble family. Educated at royal

    military schools and commissioned into theartillery. His military talents amounted to

    genius but it was the Revolution that offered

    him the opportunity to rise to high command in

    his twenties. His political connections placed

    him in charge of the artillery during the siegeof Toulon, where he not only commanded the

    artillery but personally led the assault on the

    earthworks guarding the city. Praised by the

    revolutionary government for him actions, he

    was raised from captain to brigadier general.

    On 5 October 1795, an armed uprising

    threatened the newly installed Directoire;

    General Bonaparte was put in charge of 5,000

    troops to defend the government. Deploying

    artillery, he smashed the insurgents. The

    Directors thanked him with promotion togeneral of division and appointed him general-

    in-chief of the Army of Italy, a few near-

    mutinous and starving divisions in the Ligurian

    Alps.

    This command became the crucial opportunity

    in Napoleon's meteoric ascent. In Italy he

    revealed the characteristics of his way of war,

    self-confident and mobile. He transformed

    what had been intended as a secondary theatre

    into a primary one, defeating the Austrians inItaly and in the following year compelling

    Austria to make peace. Bonaparte's return as anacclaimed conquering hero frightened the weakDirectoire. In 1798, Austria and Russia with

    support from Britain; formed a coalition to

    attempt to roll back Frances military conquests.

    Refusing command of an army to invade England

    Napoleon led an expedition to Egypt to attackBritain's trade and possessions in India. He

    returned in 1799 and took personal command of

    the army in Italy where he defeated the Austrian.

    Later that year he staged a coup detat and

    installed himself as First Consul and in 1804

    crowned himself emperor. But by crowning

    himself Emperor, Napoleon has provoked

    Russia and Austria, who are prepared to march

    on Paris from the East.

    Realising the British will keep on supporting

    coalitions against France, Napoleon decides to

    tackle the problem at it root. The famous

    Grande Armee, now in it prime, is prepared to

    set sail to invade England at any time.

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    ZxxtZxxtZxxtZxxtName Size Special rules

    CommandRadius

    Morale Cost

    Brigadier General

    1Special OrdersVery Inspiring 12 cm 8/10 36 Pts

    Major General

    1Special OrdersVery Inspiring

    14 cm 9/11 98 Pts

    Lieutenant General

    1Special OrdersVery Inspiring

    16 cm 10/12 192 Pts

    General

    1Special OrdersVery Inspiring

    18 cm 11/13 324 Pts

    Field Marshal

    1 Special OrdersVery Inspiring 20 cm 12/14 498 Pts

    _|x \yt_|x \yt_|x \yt_|x \ytName Size Speed Range Firepower Accuracy Melee Morale Special

    rulesCost

    NationalGuard

    4 5 24 4 6+ 6+ 9/11 Militia 25

    Fusiliers4 5 24 4 5+ 6+ 10/12 - 39

    Grenadiers4 5 24 4 5+ 5+ 10/12 Headstrong 49

    Old Guard

    4 5 24 4 4+ 5+ -/13

    Elite(1)Inspiring

    FearBrave

    95

    _|z{ \yt_|z{ \yt_|z{ \yt_|z{ \ytName Size Speed Range Firepower Accuracy Melee Morale Special

    rules

    Cost

    Chasseurs 2 6 27 2 5+ 6+ 8/10 Skirmish 33Voltigeurs

    2 6 27 2 4+ 6+ 8/10 Skirmish 37

    Tirailleurs2 6 27 2 4+ 6+ 8/10

    SkirmishElite(1)

    41

    Voltigeursof theGuard 2 6 27 2 4+ 6+ -/10

    SkirmishElite(1)

    59

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    _|z{ Vtt_|z{ Vtt_|z{ Vtt_|z{ VttName Size Speed Range Firepower Accuracy Melee Morale Special

    rulesCost

    Chasseursa Cheval 2 12 - 2 - 5+ 8/10

    Nimble

    Sound theCharge

    39

    Lancers

    2 12 - 2 - 4+ 8/10

    NimbleElite(1)

    Sound theCharge

    42

    Hussars

    2 12 - 2 - 5+ 8/10

    NimbleHeadstrongSound the

    Charge

    47

    Dragoons

    2 12 12 2 5+ 5+ 8/10

    NimbleElite(1)

    Sound the

    Charge

    64

    [xt Vt[xt Vt[xt Vt[xt VtttttName Size Speed Range Firepower Accuracy Melee Morale Special rules Cost

    Cuirassiers 4 10 - 4 - 5+ 10/12

    BreakthroughElite(1)

    Sound theCharge

    44

    Carbiniersa Cheval

    4 10 - 4 - 5+ 10/12

    BreakthroughElite(2)

    Sound the

    Charge

    46

    GuardLancers

    4 10 - 4 - 4+ 10/12

    BreakthroughElite(1)

    InspiringSound the

    Charge

    61

    EmpressDragoons

    4 10 - 4 - 5+ -/12

    BraveBreakthrough

    InspiringElite(1)

    Sound theCharge

    66

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    T|xT|xT|xT|xName Size Speed Range Firepower Accuracy Melee Morale Special

    rulesCost

    Medium

    Artillery 4 5 48 4 5+ - 8/10

    Canister

    PiercingElite(1)

    59

    6 InchHowitzer

    4 5 36 4 5+ - 8/10

    CanisterIndirect

    Blast(D3)Elite(1)

    74

    HeavyArtillery

    4 4 60 4 5+ - 8/10CanisterPiercingElite(1)

    85

    Artilleriea Pied

    4 5 60 4 4+ - -/10

    CanisterPiercingInspiring

    Elite(1)

    177

    [x T|x[x T|x[x T|x[x T|xName Size Speed Range Firepower Accuracy Melee Morale Special

    rulesCost

    HorseArtillery

    2/2 10 36 2 5+ - 8/10CanisterPiercingElite(1)

    36

    Artillerie aCheval

    2/2 10 36 2 4+ - -/10

    CanisterPiercingInspiringElite(1)

    61

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    Zxt U|t|Zxt U|t|Zxt U|t|Zxt U|t|

    Great Britain is a constitutional monarchy, a

    nation of free trade and personal liberty. Its

    people are seemingly devoted to making

    money and disliking foreigners in equal

    measure. Foreigners are, quite simply, just notvery good at anything, be that running an

    empire or making a decent pie. Britons make

    no secret of their prejudice, a crass attitude that

    makes diplomacy difficult. The "English" as,

    much to the annoyance of the Scots, everyonecalls them, are disliked in every court in

    Europe for this arrogance and their willingness

    to let everyone else do all the fighting and

    dying against the French. The apparent truth of

    this last point has been a gift to Bonaparte.

    If the British do have a truly visceral dislike,

    then it would be the French, thanks totraditional rivalry and a genuine horror at the

    consequences of the French Revolution. While

    many British politicians were pleased to see anend to the Bourbon monarchy, they were

    repulsed by the insatiable bloodshed of the

    Terror, and fearful that the infection of

    revolution might cross the English Channel,

    with or without French bayonets to help it

    along. Invasion is a constant fear and, as

    always, an enemy in control of the Low

    Countries is enough to scare London. Francealso threatens British trade and commerce with

    the rest of Europe; which must be protected at

    all costs.

    Britain's position in 1805 is better than mightbe expected, but not due to its own efforts:

    Napoleon has managed to upset almost every

    other nation in Europe with his high-

    handedness. This is an opportunity for the

    British to build a new alliance, although this

    will mean paying handsome subsidies to itspartners. As long as the Royal Navy can keep

    control of the seas, Britain is safe frominvasion, but without a substantial army and

    continental allies this counts for little against

    France. Britain can contribute to the downfallof France, but needs time and resolve to muster

    its strength. Napoleon may not grant that time.

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    ZxxtZxxtZxxtZxxtName Size Special rules

    CommandRadius

    Morale Cost

    Brigadier General

    1Special OrdersVery Inspiring 12 cm 8/10 36 Pts

    Major General

    1Special OrdersVery Inspiring

    14 cm 9/11 98 Pts

    Lieutenant General

    1Special OrdersVery Inspiring

    16 cm 10/12 192 Pts

    General

    1Special OrdersVery Inspiring

    18 cm 11/13 324 Pts

    Field Marshal

    1 Special OrdersVery Inspiring 20 cm 12/14 498 Pts

    _|x \yt_|x \yt_|x \yt_|x \ytName Size Speed Range Firepower Accuracy Melee Morale Special

    rulesCost

    Fencibles 4 5 24 4 6+ 6+ 9/11 Militia 25Foot

    4 5 24 4 5+ 6+ 10/12 Elite(1) 43

    HighlanderFoot4 5 24 4 5+ 5+ 10/12

    BraveHeadstrong

    Elite(1)55

    FootGuard

    4 5 24 4 4+ 5+ -/12

    BraveElite(2)

    Inspiring101

    _|z{ \yt_|z{ \yt_|z{ \yt_|z{ \ytName Size Speed Range Firepower Accuracy Melee Morale Special

    rules

    Cost

    Light Foot 2 6 27 2 5+ 6+ 8/10 Skirmish 33KG LegionLight Foot

    2 6 27 2 4+ 6+ 8/10 Skirmish 37

    Rifles2 6 30 2 4+ 6+ 8/10 Skirmish 39

    95 RiflesGreen

    Jackets 2 6 30 2 4+ 6+ -/10SkirmishElite(1)

    61

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    _|z{ Vtt_|z{ Vtt_|z{ Vtt_|z{ VttName Size Speed Range Firepower Accuracy Melee Morale Special

    rulesCost

    LightDragoons 2 12 12 2 5+ 6+ 8/10

    Nimble

    Sound theCharge

    40

    KingsGermanLegionLight

    Dragoons2 12 12 2 5+ 5+ 8/10

    NimbleSound the

    Charge42

    15th

    Hussars2 12 - 2 - 5+ 8/10

    NimbleHeadstrongSound the

    Charge

    47

    10th

    Hussars

    2 12 - 2 - 4+ -/10Nimble

    Sound theCharge

    58

    [xt Vtt[xt Vtt[xt Vtt[xt VttName Size Speed Range Firepower Accuracy Melee Morale Special rules Cost

    HeavyDragoons

    4 10 12 4 5+ 6+ 10/12Breakthrough

    Sound theCharge

    44

    Dragoon

    Guards 4 10 12 4 5+ 5+ 10/12 BreakthroughSound theCharge

    51

    RoyalScotsGreys 4 10 12 4 4+ 5+ 10/12

    BreakthroughSound the

    Charge55

    HorseGuards

    4 10 - 4 - 5+ 10/12

    BreakthroughInspiring

    Sound theCharge

    59

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    c|t Tc|t Tc|t Tc|t T

    Prussia has a proud military heritage: what else

    could be the case for the nation of Frederick

    the Great? The country has been at peace for

    ten years, the result of getting a free hand in

    northern Germany east of the Rhine inexchange for recognising French control west

    of the Rhine. Political realities have to be

    recognised. Napoleon, however, is not an easy

    neighbour to endure. His ambitions are

    seemingly limitless, his army is growing every

    day, and he is in need of new victories to add

    lustre and legitimacy to his crown. It may only

    be a matter of time before he once again looks

    to secure the borders of France through war.

    Perhaps, though, he can be persuaded to go

    south, against Austria, even if that only leaves

    a stronger France to face at a later date. There

    are allies available, if the Prussians can

    stomach them. The British are condescending

    and unwilling to fight on land, but they havethe wealth needed to finance a war. The

    Russians and Austrians may be willing to help

    bring down the upstart empire of Napoleon,

    even as they will do their best to hamper

    Prussian ambitions. Neither the Austrians nor

    the Russians have any wish to see Germany or

    Poland dominated by Prussia, even as they

    prepare for war against France. Such then, is

    the situation facing Frederick William III.

    Danger and opportunity wait.

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    ZxxtZxxtZxxtZxxtName Size Special rules

    CommandRadius

    Morale Cost

    Brigadier General

    1Special OrdersVery Inspiring 12 cm 8/10 36 Pts

    Major General

    1Special OrdersVery Inspiring

    14 cm 9/11 98 Pts

    Lieutenant General

    1Special OrdersVery Inspiring

    16 cm 10/12 192 Pts

    General

    1Special OrdersVery Inspiring

    18 cm 11/13 324 Pts

    Field Marshal

    1 Special OrdersVery Inspiring 20 cm 12/14 498 Pts

    _|x \yt_|x \yt_|x \yt_|x \ytName Size Speed Range Firepower Accuracy Melee Morale Special

    rulesCost

    Landwehr 4 5 24 4 6+ 6+ 9/11 Militia 25Musketeers

    4 5 24 4 5+ 5+ 10/12 - 46

    Grenadiers 4 5 24 4 5+ 5+ 10/12 HeadstrongElite(1)

    55

    Foot Guard

    4 5 24 4 4+ 5+ -/12

    BraveInspiringElite(1)

    80

    _|z{ \yt_|z{ \yt_|z{ \yt_|z{ \ytName Size Speed Range Firepower Accuracy Melee Morale Special

    rulesCost

    Jaegers2 6 30 2 4+ 6+ 8/10 Skirmish 39

    SilesianSchuetzen

    2 6 30 2 4+ 6+ 8/10SkirmishElite(1) 43

    PrussianFusiliers

    4 6 27 4 5+ 6+ 9/11Skirmish

    militia54

    Fusiliers are an elite light infantry unit, able to form a firing line or skirmish as required.

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    _|z{ Vtt_|z{ Vtt_|z{ Vtt_|z{ VttName Size Speed Range Firepower Accuracy Melee Morale Special

    rulesCost

    Lancers 2 12 - 2 - 4+ 8/10 Nimble 41

    BrandenburgUhlans

    2 12 - 2 - 4+ 8/10NimbleElite(1)

    42

    Hussars2 12 - 2 - 5+ 8/10

    NimbleHeadstrong

    47

    [xt Vtt[xt Vtt[xt Vtt[xt VttName Size Speed Range Firepower Accuracy Melee Morale Special rules Cost

    Cuirassiers 4 10 - 4 - 5+ 10/12 Breakthrough 42Life Hussars

    4 10 - 4 - 5+ 10/12Breakthrough

    Elite(1)44

    Towarczys4 10 - 4 - 4+ 10/12 Breakthrough 51

    Dragoons4 10 12 4 5+ 5+ 10/12 Breakthrough 51

    T|xT|xT|xT|xName Size Speed Range Fire