Reminders Redux A4
Reminders Redux A4
Command & Colors • When attacked in Melee by Cavalry, Infantry may form • Attacking Infantry may advance onto a vacated hex when
Important Rules Reminders • Infantry in Square attacked by Cavalry roll a ‘bounce’ die: Cavalry Breakthrough
o If a flag is rolled, the Cavalry unit must retreat 1 space • Attacking Cavalry may advance onto a vacated hex, and
and end its activation then one additional hex (in any direction), when the
Sequence of Play
o Otherwise, Cavalry may attack, but with only 1 die* defending Unit / Leader is Eliminated or Retreats
I. Command: Play a Command Card
• While in Square, Infantry attack with only 1 die* • After advancing (only!), this Cavalry Unit is eligible to
II. Order: Select Units & Leaders to be Ordered
• Infantry in Square cannot Move, Retreat or Take Ground, battle in Melee Combat a second time
III. Movement: Move selected Units & Leaders
and take a loss per Flag rolled against it (Terrain movement + combat restrictions apply)
IV. Combat: Attack with selected Units & Leaders
• Infantry may leave Square when Ordered and there are • Attacking Cavalry may again advance onto the vacated
V. Draw: Draw back up to hand limit
no Enemy Cavalry adjacent hex (no additional hex!), when the second defending
Movement • When Infantry leave Square (or are destroyed), retrieve Unit / Leader is Eliminated or Retreats
• Units may never enter a hex with another Unit the corresponding Command Card from the Square track
Leaders
• Leaders may never stop with another Leader or enter a
Combined Arms Combat • A lone Leader may not be targeted in Ranged Combat
hex with an Enemy Unit, but may otherwise move freely
• Artillery may add their dice to an Infantry or Cavalry but may be attacked in Melee
Ranged Combat Melee Combat Sabers rolled by Artillery score hits • If a lone Leader is attacked, the enemy Unit rolls its
• Cavalry cannot perform Ranged Combat (providing the supported Unit can count sabers as hits) normal Melee dice:
o A saber symbol will Eliminate the Leader
• Only if target is within Range and Line-of-Sight, and no
Retreats o Otherwise, the Leader must Retreat 1, 2 or 3 hexes
Enemy Unit is adjacent
• For each Flag rolled against it, a Unit must move one hex • If a Unit with an attached Leader loses one or more
• Sabers do not score a hit in Ranged Combat
back towards its own side of the board blocks, but is not Eliminated, roll 2 dice:
Melee Combat • One loss must be taken for each Retreat move that o The Leader is Eliminated if 2 sabers are rolled
• Any Unit attacking an adjacent Enemy Unit cannot be completed o Otherwise, no effect
• Sabers scores hits (except for some Units) • When retreating into a hex with a (lone) friendly Leader, • If a Unit with an attached Leader is Eliminated, roll 1 die:
the Leader attaches to the unit & stops further Retreat o A saber symbol will Eliminate the Leader
Battle Back • A lone Leader, when attacked, must Retreat 1, 2 or 3 o Otherwise, the Leader must Retreat 1, 2 or 3 hexes
• Defending Unit which does not retreat during Melee hexes; They may pass through enemy Units, but undergo • Leaders can be Ordered to detach from any Unit (except
Combat may ‘Battle Back’ against Attacker one Melee attack in each instance Infantry in Square) when a Command Card with a Bicorne
Hat, Leadership, La Grande Manoeuvre or Élan is played
Cavalry Retire and Reform Morale
• Cavalry attacked in Melee by Infantry may retreat 2 A Unit may disregard one Flag for each case:
hexes Attacking Infantry rolls the same number of a) A Leader is attached to the unit *Subject to further terrain modifiers, but
Melee dice but hits only on Cavalry symbols b) Grenadier / Cuirassier / Guard Unit may be increased with Combined Arms
c) Supported by two or more friendly Units / Leaders on
any adjacent hexes (not applicable to Units in Square)
d) On certain types of terrain