
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
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.
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
7.
Routed
units
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