Skirmish status for both Cavalry and Infantry can use a separated base deployment orplaying aid method (ex. = chenille stems).1.23 Units using the ‘War Eagles’ system or integrated systems from above.Infantry basic stand width is 1 ½’ or 40mm and depth is 1” or 30mmCavalry basic stand width is 1 ½” or 40mm and depth is 2” or 60mmArtillery basic Stand width is 1 ½” or 40mm and depth is 3’ or 80mmInfantry units 6 per base for two ranks deep trained or depleted units and eight per standfor units trained to fight three ranks deep.When converting Empire based units two stands placed back to front will equal a WarEagle based unit. For units based on the (NB) system, two stands placed side by side willequal a (WE) base unit.Infantry capable of Skirmish (most Elites) are mounted on half width stands.Infantry in current skirmish status can be shown by mounting extra men as one man per¾” width. (Optional) This can also be used for ALL dismounted cavalry and Engineers.Cavalry bases is one man per ¾” width or 20mm and depth is 1” or 30mmMounting extra men on bases of 20mm width and 20mm depth can show cavalry incurrent Skirmish status. (This is optional)Skirmish status for both Cavalry and Infantry can use a separated base deployment orplaying aid method (ex. = chenille stems).
All bases comprising a unit must maintain stand-to-stand contact. And retain astraight formation. Curved lines are not allowed. Units will consist of bases in side-to-side contact or back to front contact.B.
Units currently skirmishing can either be replaced with substitute stands in skirmishorder or spread out over the allowed intervals with special skirmish radius markers.C.
Generals do not have to be attached to a unit but can be deployed alone.D.
Limbered or Unlimbered Artillery units will occupy the same area (base). If limbered, a special limber marker or limber set on the table if in that status. Whenunlimbered, a firing stand will be used.E.
Engineer units must be attached to another unit in order to move. If unattached theycannot move.
COMMAND AND CONATROL
A key element to victory is the ability of a commander to get his forces to the rightlocation at the most opportune time. He must be able to control his subordinates andcommit reserves at the appropriate time. Diverse factors will affect a commander’sability including visibility, chain of command procedures, Direct Control radius, andtypes of orders and reaction times. Command and Control rules can tend to complicategame play and as a result I would recommend that they be considered as optional andonly those used which the players in the group can agree upon.