1.    INFANTRY

1.1  Basics

Infantry battalions of strength less than 9X are to be treated as not battleworthy and must therefore be removed to the rear area and must not remain in the front line.

1.2  Skirmishers

Skirmishers of the Line Battalions may only be placed in hexes adjacent to their parent battalions(bns). If this bn is eliminated, skirmishers must remain adjacent to another bn of the same regiment/ brigade. Skirmishers of Light and/ or Guard Infantry bns must remain adjacent to any bn, but not their specific parent unit.

These rules are in effect not only in open terrain, but in covered terrain as well.

Chateaux are an exception to the rules mentioned above, as up to three skirmishers of Light/ Guards units (of a combined strength less than 2XX) may be deployed there.

Parent bns of Light and Guards units may only detach skirmishers until the parent bn reaches minimal (company) strength (9X soldiers).

Skirmishers may normally not engage in close assaults.

Disorganized skirmishers must withdraw from the front line.

Skirmishers separated from their parent units must immediately move as fast as possible, by using all available movement points, in the general direction of their own lines. When performing this movement, they may not place themselves so as to block enemy units in any way.

1.3 Disorganized battalions

Disorganized infantry must withdraw at least one hex from enemy units in good order; enemy skirmishers are an exception to this. An alternative to this is to deploy an own unit in good order between the enemy unit and the own disorganized unit.

This withdrawal is not required in covered terrain.

(see definition of covered terrain in § 6.2)

Close assaults attacks with disorganized units are only permitted in covered terrain.

One exception to this is when an isolated unit (easily defined as cut-off or isolated from own units/ lines) tries to break through in order to rejoin its own forces.

2.    Cavalry

2.1  Charges and Melees

Cavalry may only charge in regimental formations. It has to perform melee after having charged.

If a cavalry regiment charges and there are several continous melees, they have to be resolved before proceeding to conduct charges/ melees with any other unit(s).

(i.e. you may not alter between attacking units in order to get zoc-kill effects, for example)

It is not permitted to attack into or out from covered terrain. (exception, see § 6.2)

Regiments with a strength less than 9X are to be treated as Squadrons. (Cavalry Skirmishers)

2.2 Squadrons

Squadrons(sqns) may not charge or initiate melees.

The main purpose with sqns is to perform reconnaissance and they must keep a distance of at least three hexes to enemy units in good order. (Inf bns or cav regiments)

Sqns may close in on enemy skirmishers but may not attack them in any way.

2.3 Disorganized Cavalry

If a cavalry regiment, about to perform a melee, is disorganized by enemy fire, it has nonetheless to perform the melee.

In all other cases, the now disorganized cavalry has to withdraw from enemy inf bns, cav regiments and artillery to a distance of at least three hexes (two empty hexes in between).

Enemy skirmishers do not force the own cavalry to withdraw.

For covered terrain and isolated units, please refer to §1.3!

3.    Artillery

3.1  Deployment of batteries

Artillery that deploys in urban areas, as well as in wooded/ garden terrain, has to be deployed so that they have a clear, undisputed field of fire in front of them.

Artillery may not be deployed in chateaux hexes, unless in column or when moving through that type of terrain.

Artillery may fire from urban and wooded/ garden hexes that are situated on a higher level than the target.

3.2  Firephases

During the firephases, all artillery fire has to be conducted before the infantry fires.

4.    Officers

Officers from brigade and divisional levels, as well as specific artillery commanders,  have to be deployed among their troops.

Corps- and Army (staff) officers are exempt from this rule and can move freely behind own lines.

Officers from cut-off/ isolated units behind enemy lines have to move as quickly as possible to rejoin their own lines.

5.    Supply Wagons 

The supply carts have to keep a distance of at least 5 hexes(4 empty hexes in between) to enemy units of any kind, unless any friendly unit (except skirmisher) is deployed between the supply cart and the enemy unit(s).

Supply carts may not be used in the front line in order to block line of fire/ sight.

Supply carts may not be used to block roads etc.

Captured supply carts are to be treated as friendly ones, with the restrictions mentioned in this rule.

6.    Covered Terrain

6.1  Definition

The following hextypes are to be treated as covered terrain:

Urban areas, Chateaux, Buildings, Woods, Gardens, Swamps and Rough.

6.2. Cavalry Charges

Cavalry may charge and melee units deployed in buildings, if they are composed soley of skirmishers less than 2XX in strength.

7.    Routed units

Routing units have to conduct an immediate and clearly visible rearward movement, in order to reform. In performing this move, they may not remain on roads etc. thus blocking the use of such a facility for the enemy.

8.    First Light

During the hour of first light in the morning, no charges or melees may be conducted by any units.

9.    Night Turns

During night turns, no fighting of any kind may be conducted.

Movement outside of own lines may not be conducted.

It is permitted to shift units to either side or from front to rear or vice versa, as long as these movements are clearly within one’s own lines.

As a misconduct to these rules are very difficult to discover or to prove, we appeal to the honour of the opponents to act in the spirit of this rule!

Remember, it is not only the letters of the rule that asks this from you, but it is the expressed wish of your Emperor that you behave like a noble officer on the field of honour!  

Adjust the Game:

You play this rule, you must make this attitude.

Translation: Lars Wistedt

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