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French French French French French French

LINE INFANTRY LIGHT INFANTRY GRENADIER YOUNG GUARD OLD GUARD MILITIA
LN LT GR YG OG MI

MOVE
 MOVE

OR
MOVE
 MOVE

OR
MOVE
 MOVE

ATTACK ATTACK ATTACK ATTACK ATTACK ATTACK
Melee
+1 vs. Infantry 4/5 3/4 2/3 1/2 Melee 4 3 2 1 Melee 5 4 3 2 Melee 5 4 3 2 Melee 6 5 4 3 Melee 4 3 2 1
4 3 2 1 5 4 3 2 4 3 2 1 5 4 3 2 5 4 3 2 4 3 2 2
RANGED

RANGED

RANGED

RANGED

RANGED

RANGED
Stand Stand Stand Stand Stand Stand
Move 2 2 1 1 Move 3 3 2 2 Move 2 2 1 1 Move 3 3 2 2 Move 3 3 2 2 Move 2 2 1 1
Melee Melee Melee Melee Melee Retreat
RANGE 2 Hits on
Sabers RANGE 2 Hits on
Sabers RANGE 2 IGNORE 1
Hits on
Sabers RANGE 2 IGNORE 1
Hits on
Sabers RANGE 2 IGNORE 2
Hits on
Sabers RANGE 2 3 per

French French French French French French


LIGHT CAVALRY LIGHT LANCER CAVALRY HEAVY CAVALRY CUIRASSIER GUARD LIGHT CAVALRY GUARD HEAVY CAVALRY
LC LNCR HC CU GLC GHC

MOVE
  MOVE
  MOVE
 MOVE
 MOVE
  MOVE

ATTACK ATTACK ATTACK ATTACK ATTACK ATTACK
Melee 4 3 2 1 Melee 4 3 2 1 Melee 5 4 3 2 Melee 5 4 3 2 Melee 4 3 2 1 Melee 5 4 3 2
CAVALRY BREAKTHROUGH (p. 14) CAVALRY BREAKTHROUGH (p. 14) CAVALRY BREAKTHROUGH (p. 14) CAVALRY BREAKTHROUGH (p. 14) CAVALRY BREAKTHROUGH (p. 14) CAVALRY BREAKTHROUGH (p. 14)
RETIRE AND REFORM (p. 15) RETIRE AND REFORM (p. 15) RETIRE AND REFORM (p. 15) RETIRE AND REFORM (p. 15) RETIRE AND REFORM (p. 15) RETIRE AND REFORM (p. 15)

RE-ROLL IGNORE 1 Melee


Melee Melee Melee Hits on Melee Melee
FLAGS ONCE INFANTRY FIRE HIT Sabers
Hits on Hits on Hits on Hits on Hits on
Sabers
IF ATTACKING
Except vs. Cuirassier
Sabers Sabers LANCERS MAY
NOT RE-ROLL FLAGS IGNORE 1
IGNORE 2 Sabers IGNORE 2 Sabers

French French French French French


FOOT ARTILLERY GUARD FOOT ARTILLERY HORSE ARTILLERY GUARD HORSE ARTILLERY LEADER
FA GFA HA GHA

   
* * WHEN
MOVE MOVE MOVE MOVE ALONE

OR OR OR OR
*1 Block = No move & battle *1 Block = No move & battle LONE LEADERS
ATTACK ATTACK ATTACK ATTACK Adds support to adjacent units
Retreat after surviving a melee attack
Melee 4 4 3 Melee 5 5 4 Melee 3 3 2 Melee 3 3 2 Can be targeted in range attack
RANGED M 3 2 1 1 RANGED M 3 2 1 1 M 2 1 1 M 2 1 1 ATTACHED LEADERS
RANGED

RANGED

Stand Stand
M 1 1 - M 1 1 - Bolsters morale = ignore 1 flag
M 2 1 1 - M 2 1 1 -
1 Block 1 Block
1 Block 1 Block Move M 2 1 - Move M 2 1 - Leadership card = +1 battle die

RANGE Melee RANGE RANGE Melee RANGE CASUALTY CHECKS


Melee Melee
5 Hits on 5 Hits on 4 Hits on 4 Hits on Ranged hit Alone in
Sabers IGNORE 2 Sabers Sabers IGNORE 2 Sabers Melee hit
Retreat Fail 2 DICE
hex after
unit losses 1 DIE

Version 2.0 - December 31, 2016


British British British British British
LINE INFANTRY LIGHT INFANTRY GRENADIER RIFLE LIGHT INFANTRY GUARD GRENADIER
LN LT GR RL GG

MOVE
 MOVE

OR
MOVE
 MOVE

OR
MOVE

ATTACK ATTACK ATTACK ATTACK ATTACK
Melee 4 3 2 1 Melee 5 4 3 2 1 Melee 5 4 3 2 Melee 3 2 1 Melee 6 5 4 3 2
5 4 3 2 6 5 4 3 2 5 4 3 2 4 3 2 6 5 4 3 2
RANGED
RANGED

RANGED

RANGED

RANGED
Stand Stand Stand Stand Stand
Move 2 2 1 1 Move 4 3 2 2 2 Move 3 3 2 2 Move 2 2 2 Move 4 3 3 2 2
Melee Melee Melee Melee
RANGE 2 Hits on
Sabers RANGE 2 Hits on
Sabers RANGE 2 IGNORE 1
Hits on
Sabers RANGE 3 RANGE 2 IGNORE 2
Hits on
Sabers

British British British


LIGHT CAVALRY HEAVY CAVALRY GUARD HEAVY CAVALRY
LC HC GHC

MOVE
  MOVE
 MOVE

ATTACK ATTACK ATTACK
Melee 3 2 1 Melee 4 3 2 Melee 4 3 2
CAVALRY BREAKTHROUGH (p. 14) CAVALRY BREAKTHROUGH (p. 14) CAVALRY BREAKTHROUGH (p. 14)
RETIRE AND REFORM (p. 15) RETIRE AND REFORM (p. 15) RETIRE AND REFORM (p. 15)

Melee Melee Melee


Hits on Hits on Hits on
Sabers Sabers IGNORE 2 Sabers

British British British British


FOOT ARTILLERY HORSE ARTILLERY ROCKET BATTERY LEADER
FA HA RB

  
* WHEN
MOVE MOVE MOVE ALONE

OR OR AND
*1 Block = No move & battle LONE LEADERS
ATTACK ATTACK ATTACK Adds support to adjacent units
Retreat after surviving a melee attack
Melee 4 4 3 Melee 3 3 2 Melee 2 2 2 Can be targeted in range attack
RANGED M 3 2 1 1 Stand M 2 1 1 RANGED M 2 2 2 2 ATTACHED LEADERS
RANGED

M 1 1 - Bolsters morale = ignore 1 flag


M 2 1 1 -
1 Block Requires 2 unit symbols for hit
1 Block Move M 2 1 - May not perform combined arms attack
Leadership card = +1 battle die

RANGE Melee RANGE Melee RANGE Battery takes hit CASUALTY CHECKS
5 Hits on 4 Hits on 5 NEVER with 1 artillery symbol
or 2 sabers
Ranged hit
Melee hit
Alone in
hex after
Sabers Sabers IGNORE
Retreat Fail 2 DICE unit losses 1 DIE

Version 2.0 - December 31, 2016


Russian Russian Russian Russian Russian Russian
LINE INFANTRY LIGHT INFANTRY GRENADIER GUARD LIGHT INFANTRY GUARD GRENADIER MILITIA
Mother Russia LN Mother Russia LT GR GLT GG MI

MOVE
 MOVE

OR
MOVE
 MOVE

OR
MOVE
 MOVE

ATTACK ATTACK ATTACK ATTACK ATTACK ATTACK
Melee 4 3 2 1 Melee 4 3 2 1 Melee 5 4 3 2 Melee 4 3 2 1 Melee 5 4 3 2 Melee 4 3 2 1
4 3 2 1 5 4 3 2 4 3 2 1 5 4 3 2 5 4 3 2 4 3 2 1
RANGED

RANGED

RANGED

RANGED

RANGED

RANGED
Stand Stand Stand Stand Stand Stand
Move 2 2 1 1 Move 3 3 2 2 Move 2 2 1 1 Move 3 3 2 2 Move 3 3 2 2 Move 2 2 1 -
Melee Melee Melee Melee Melee
RETREAT
RANGE 2 IGNORE 1
Hits on
Sabers RANGE 2 IGNORE 1
Hits on
Sabers RANGE 2 IGNORE 1
Hits on
Sabers RANGE 3 IGNORE 2
Hits on
Sabers RANGE 2 IGNORE 2
Hits on
Sabers RANGE 2 3 PER

Russian Russian Russian Russian Russian Russian


LIGHT CAVALRY LIGHT LANCER CAVALRY HEAVY CAVALRY HEAVY CUIRASSIER GUARD LIGHT CAVALRY GUARD HEAVY CAVALRY
LC LNCR HC CU GLC GHC

MOVE
  MOVE
  MOVE
 MOVE
 MOVE
  MOVE

ATTACK ATTACK ATTACK ATTACK ATTACK ATTACK
Melee 4 3 2 1 Melee 4 3 2 1 Melee 5 4 3 2 Melee 5 4 3 2 Melee 4 3 2 1 Melee 7 6 5 4 3 2
CAVALRY BREAKTHROUGH (p. 14) CAVALRY BREAKTHROUGH (p. 14) CAVALRY BREAKTHROUGH (p. 14) CAVALRY BREAKTHROUGH (p. 14) CAVALRY BREAKTHROUGH (p. 14) CAVALRY BREAKTHROUGH (p. 14)
RETIRE AND REFORM (p. 15) RETIRE AND REFORM (p. 15) RETIRE AND REFORM (p. 15) RETIRE AND REFORM (p. 15) RETIRE AND REFORM (p. 15) RETIRE AND REFORM (p. 15)

RE-ROLL IGNORE 1 Melee


Melee Melee Melee Hits on Melee Melee
FLAGS ONCE INFANTRY FIRE HIT Sabers
Hits on Hits on Hits on Hits on Hits on
Sabers
IF ATTACKING
Except vs. Cuirassier
Sabers Sabers LANCERS MAY
NOT RE-ROLL FLAGS IGNORE 1
IGNORE 2 Sabers IGNORE 2 Sabers

Russian Russian Russian Russian Russian Russian


FOOT ARTILLERY GUARD FOOT ARTILLERY HORSE ARTILLERY COSSACK CAVALRY MILITIA LIGHT LANCER CAVALRY LEADER
Mother Russia FA GFA HA COS MLNCR

      
* WHEN
MOVE MOVE MOVE MOVE MOVE ALONE

OR OR OR
*1 Block = No move & battle LONE LEADERS
ATTACK ATTACK ATTACK ATTACK ATTACK Adds support to adjacent units
Retreat after surviving a melee attack
Melee 4 4 4 3 Melee 5 5 4 Melee 3 3 2 Melee 2 1 Melee 4 3 2 1 Can be targeted in range attack
RANGED M 3 2 1 1 RANGED M 3 2 1 1 Stand M 2 1 1 CAVALRY BREAKTHROUGH (p. 14) CAVALRY BREAKTHROUGH (p. 14)
ATTACHED LEADERS
RANGED

-
RETIRE AND REFORM (p. 15) RETIRE AND REFORM (p. 15)
M 1 1 Bolsters morale = ignore 1 flag
M 2 1 1 - M 2 1 1 -
1 Block
1 Block 1 Block Move M 2 1 - RETREAT Melee RE-ROLL Leadership card = +1 battle die

RANGE Melee RANGE Melee RANGE Melee 3 PER Hits on


Sabers
FLAGS ONCE
IF ATTACKING
CASUALTY CHECKS
5 Hits on 5 Hits on 4 Hits on RETREAT Ranged hit Alone in
Sabers IGNORE 2 Sabers Sabers IGNORE FOREST MELEE DICE REDUCTION Except vs. Cuirassier
3 PER Melee hit
Retreat Fail 2 DICE
hex after
unit losses 1 DIE

Version 2.0 - December 31, 2016


Spanish Spanish Spanish Spanish
LINE INFANTRY LIGHT INFANTRY GRENADIER MILITIA
LN LT GR MI

MOVE
 MOVE

OR
MOVE
 MOVE

ATTACK ATTACK ATTACK ATTACK
Melee/Moving 4/3 3/2 2/1 1/- Melee/Move 5/4 4/3 3/2 2/1 1/- Melee 5 4 3 2 Melee/Moving 4/3 3/2 2/1 1/
4 3 2 1 5 4 3 2 1 4 3 2 1 4 3 2 1
RANGED

RANGED
RANGED
Stand Stand
RANGED
Stand Stand
Move 1 - - - Move 2 2 1 1 - Move 2 1 1 - Move 1 - - -
Melee Melee
1 Melee RETREAT
2 2 2 2
Hits on Hits on IGNORE Hits on
RANGE RETREAT 2 Sabers RANGE RETREAT 2 Sabers RANGE RETREAT2 Sabers RANGE 3 PER

Spanish Spanish Spanish


LIGHT CAVALRY HEAVY CAVALRY CUIRASSIER
LC HC CU

MOVE
  MOVE
 MOVE

ATTACK ATTACK ATTACK
Melee 3 2 1 Melee 4 3 2 Melee 4 3 2
CAVALRY BREAKTHROUGH (p. 14) CAVALRY BREAKTHROUGH (p. 14) CAVALRY BREAKTHROUGH (p. 14)
RETIRE AND REFORM (p. 15) RETIRE AND REFORM (p. 15) RETIRE AND REFORM (p. 15)

IGNORE 1 Melee
Melee Melee Hits on
INFANTRY FIRE HIT Sabers
Hits on Hits on
RETREAT 2 Sabers RETREAT 2 Sabers LANCERS MAY
NOT RE-ROLL FLAGS IGNORE 1

Spanish Spanish
FOOT ARTILLERY LEADER
FA


WHEN
MOVE ALONE

OR
LONE LEADERS
ATTACK Adds support to adjacent units
Retreat after surviving a melee attack
Melee 4 4 3 Can be targeted in range attack
RANGED M 3 2 1 1 ATTACHED LEADERS
Bolsters morale = ignore 1 flag
1 Block M 2 1 1 - Leadership card = +1 battle die

RANGE Melee CASUALTY CHECKS


5 Hits on Ranged hit
Melee hit
Alone in
hex after
Sabers
Retreat Fail 2 DICE unit losses 1 DIE

Version 2.0 - December 31, 2016


Portuguese Portuguese Portuguese
LINE INFANTRY LIGHT INFANTRY MILITIA
LN LT MI

MOVE
 MOVE

OR
MOVE

ATTACK ATTACK ATTACK
Melee 4 3 2 1 Melee 3 2 1 Melee 4 3 2 1
4 3 2 1 4 3 2 4 3 2 1
RANGED

RANGED

RANGED
Stand Stand Stand
Move 2 1 1 - Move 2 1 1 Move 2 1 1 -
Melee Melee
RETREAT
RANGE 2 RETREAT 2
Hits on
Sabers RANGE 2 RETREAT 2
Hits on
Sabers RANGE 2 3 PER

Portuguese Portuguese
LIGHT CAVALRY HEAVY CAVALRY
LC HC

MOVE
  MOVE

ATTACK ATTACK
Melee 3 2 1 Melee 4 3 2
CAVALRY BREAKTHROUGH (p. 14) CAVALRY BREAKTHROUGH (p. 14)
RETIRE AND REFORM (p. 15) RETIRE AND REFORM (p. 15)

Melee Melee
Hits on Hits on
RETREAT 2 Sabers RETREAT 2 Sabers

Portuguese Portuguese
FOOT ARTILLERY LEADER
FA


WHEN
MOVE ALONE

OR
LONE LEADERS
ATTACK Adds support to adjacent units
Retreat after surviving a melee attack
Melee 4 4 3 Can be targeted in range attack
RANGED M 3 2 1 1 ATTACHED LEADERS
Bolsters morale = ignore 1 flag
1 Block M 2 1 1 - Leadership card = +1 battle die

RANGE Melee CASUALTY CHECKS


5 Hits on Ranged hit
Melee hit
Alone in
hex after
Sabers
Retreat Fail 2 DICE unit losses 1 DIE

Version 2.0 - December 31, 2016


Austrian Austrian Austrian Austrian Austrian
LINE INFANTRY LIGHT INFANTRY GRENZER INFANTRY GRENADIER MILITIA
LN LT GRZ GG MI

    
Move 1 max for
Force March & MOVE MOVE
MOVE Bayonet Charge MOVE MOVE
May form
Battalion Mass OR OR

ATTACK ATTACK ATTACK ATTACK ATTACK


Melee 5 4 3 2 1 Melee 4 3 2 1 Melee 4 3 2 1 Melee 5 4 3 2 Melee 4 3 2 1
5 4 3 2 1 5 4 3 2 5 4 3 2 5 4 3 2 4 3 2 1
RANGED

RANGED
RANGED

RANGED

RANGED
Stand Stand Stand Stand Stand
Move 2 2 1 1 - Move 3 3 2 2 Move 3 3 2 2 Move 3 3 2 2 Move 2 1 1 -
Melee Melee Melee
RETREAT
RANGE 2 RETREAT 2
Hits on
Sabers RANGE 2 RETREAT 2
Hits on
Sabers RANGE 2 RETREAT 2 RANGE 2 IGNORE/
RETREAT 1
Hits on
Sabers RANGE 2 3 PER

Austrian Austrian Austrian Austrian


LIGHT CAVALRY LIGHT LANCER CAVALRY HEAVY CAVALRY HEAVY CUIRASSIER
LC LNCR HC CU

MOVE
  MOVE
  MOVE
 MOVE

ATTACK ATTACK ATTACK ATTACK
Melee 4 3 2 1 Melee 4 3 2 1 Melee 5 4 3 2 Melee 5 4 3 2
CAVALRY BREAKTHROUGH (p. 14) CAVALRY BREAKTHROUGH (p. 14) CAVALRY BREAKTHROUGH (p. 14) CAVALRY BREAKTHROUGH (p. 14)
RETIRE AND REFORM (p. 15) RETIRE AND REFORM (p. 15) RETIRE AND REFORM (p. 15) RETIRE AND REFORM (p. 15)

IGNORE 1 Melee
RE-ROLL Hits on
Melee FLAGS ONCE Melee Melee INFANTRY FIRE HIT Sabers
Hits on IF ATTACKING Hits on Hits on LANCERS MAY
Sabers Except vs. Cuirassier
Sabers Sabers NOT RE-ROLL FLAGS IGNORE 1

Austrian Austrian Austrian


FOOT ARTILLERY HORSE ARTILLERY LEADER
FA HA

 
* WHEN
MOVE MOVE ALONE

OR OR
*1 Block = No move & battle LONE LEADERS
ATTACK ATTACK Adds support to adjacent units
Retreat after surviving a melee attack
Melee 4 4 3 Melee 3 3 2 Can be targeted in range attack
RANGED M 3 2 1 1 Stand M 2 1 1 ATTACHED LEADERS
RANGED

M 1 1 - Bolsters morale = ignore 1 flag


M 2 1 1 -
1 Block
1 Block Move M 2 1 - Leadership card = +1 battle die

RANGE Melee RANGE Melee CASUALTY CHECKS


5 Hits on 4 Hits on Ranged hit
Melee hit
Alone in
hex after
Sabers Sabers
Retreat Fail 2 DICE unit losses 1 DIE

Version 2.0 - December 31, 2016


Prussian Prussian Prussian Prussian Prussian Prussian
LINE INFANTRY LIGHT INFANTRY GRENADIER GUARD GRENADIER MILITIA RESERVE INFANTRY
LN LT GR GG MI RI

MOVE
 MOVE

OR
MOVE
 MOVE
 MOVE
 MOVE

ATTACK ATTACK ATTACK ATTACK ATTACK ATTACK
Melee/No move 4/5 3/4 2/3 1/2 Melee 4 3 2 1 Melee 5 4 3 2 Melee 6 5 4 3 Melee 4 3 2 1 Melee 4 3 2 1
43 2 1 5 4 3 2 4 3 2 1 5 4 3 2 4 3 2 1 4 3 2 1
RANGED

RANGED

RANGED

RANGED

RANGED

RANGED
Stand Stand Stand Stand Stand Stand
Move 2 1 1 - Move 3 3 2 2 Move 2 1 1 - Move 3 3 2 2 Move 2 1 1 - Move 2 1 1 -
RETREAT 1
1 FLAG st
Melee Melee Melee Melee Melee
RANGE 2 EACH ADDT’L 2 2 2 2
2
Hits on Hits on Hits on Hits on Hits on
FLAG RETREAT 2 1 1 2 3 2
Sabers RANGE RETREAT Sabers RANGE IGNORE Sabers RANGE IGNORE Sabers
RANGE
RETREAT RANGE RETREAT Sabers

Prussian Prussian Prussian Prussian Prussian


LIGHT CAVALRY LIGHT LANCER CAVALRY HEAVY CAVALRY HEAVY CUIRASSIER MILITIA LANCER CAVALRY
LC LNCR HC CU MLNCR

MOVE
  MOVE
  MOVE
 MOVE
 MOVE
 
ATTACK ATTACK ATTACK ATTACK ATTACK
Melee 3 2 1 Melee 3 2 1 Melee 4 3 2 Melee 4 3 2 Melee 3 2 1
CAVALRY BREAKTHROUGH (p. 14) CAVALRY BREAKTHROUGH (p. 14) CAVALRY BREAKTHROUGH (p. 14) CAVALRY BREAKTHROUGH (p. 14) CAVALRY BREAKTHROUGH (p. 14)
RETIRE AND REFORM (p. 15) RETIRE AND REFORM (p. 15) RETIRE AND REFORM (p. 15) RETIRE AND REFORM (p. 15) RETIRE AND REFORM (p. 15)

RE-ROLL IGNORE 1 Melee RE-ROLL


Melee Melee Melee Hits on
FLAGS ONCE INFANTRY FIRE HIT Sabers FLAGS ONCE
Hits on IF ATTACKING Hits on Hits on IF ATTACKING
LANCERS MAY RETREAT
Sabers
Except vs. Cuirassier
Sabers Sabers
NOT RE-ROLL FLAGS IGNORE 1 Except vs. Cuirassier
3 PER

Prussian Prussian Prussian


FOOT ARTILLERY HORSE ARTILLERY LEADER
FA HA

 
* WHEN
MOVE MOVE ALONE

OR OR
*1 Block = No move & battle LONE LEADERS
ATTACK ATTACK Adds support to adjacent units
Retreat after surviving a melee attack
Melee 4 4 3 Melee 3 3 2 Can be targeted in range attack
RANGED M 3 2 1 1 Stand M 2 1 1 ATTACHED LEADERS
RANGED

M 1 1 - Bolsters morale = ignore 1 flag


M 2 1 1 -
1 Block
1 Block
Move M 2 1 - Leadership card = +1 battle die

RANGE Melee RANGE Melee CASUALTY CHECKS


5 Hits on 4 Hits on Ranged hit
Melee hit
Alone in
hex after
Sabers Sabers
Retreat Fail 2 DICE unit losses 1 DIE

Version 2.0 - December 31, 2016


FOREST HILL 0
CLEAR WITH FIELD WORKS
-1 0 -1 • Must stop when entering -1 0
• Must stop when entering hex • No movement penalties or exiting through a field
• Units may not battle the turn • Infantry firing ranged from -1 works hexside
it moves onto forest hex -2 -2 hill to hill receive a -1 penalty -1 • Infantry & Artillery -2 -2
(exception: Lt. Infantry, • See line-of-sight rules may ignore 1 flag
Rifle Lt, Young Guard and for exceptions • Reductions are through
other Light Infantry 0 field work hexsides only
-1 -1 0 Exception: May square if attacked 0 0
× × × via non-field work hexside

ORCHARD/VINEYARD WALLED GARDEN HILL WITH FIELD WORKS


0
-1 0 • Must stop when entering hex -1 0 • Must stop when entering or exiting -1
through a field works hexside
• Units may not battle the • Infantry & Arty may ignore 1 flag
turn it moves onto the • Reductions are through field work -2
• No movement penalties -1 -1 -2 -2
Walled Garden hex hexsides (standard hill reductions -2
(exception: Lt. Infantry, apply on non-field work hexsides)
Rifle Lt, Young Guard and • Infantry firing ranged from
other Light Infantry hill to hill receive a -1 penalty 0
-1 -1 -1 -1 Exception: May square if attacked 0
× × • Units may ignore 1 flag × × via non-field work hexside

RUGGED HILL SANDY QUARRY FOREST WITH FIELD WORKS


N/A • Must stop when entering hex
-1 0 • Must stop when entering or exiting -1 0
through a field works hexside
• Sandy quarry is impassable • Infantry & Arty may ignore 1 flag
• Impassable for artillery • Reductions are same as
• Movement prohibited N/A • Penalties for infantry and
-2 -2 standard Forest hex -2 -2
• Units may not battle the turn it
cavalry apply only to melee— moves onto forest hex (exception:
no effect on ranged fire LT, RL, YG and other Light Infantry)
N/A -1 N/A
×
Exception: May square if attacked
-1 -1
× × via non-field work hexside
BRIDGE LAKE FROZEN LAKE
0 0 N/A -1 -1
• Must stop when entering hex
• Cancels movement and • Impassable Frozen
battle effects of river hex 0 0 • Movement prohibited N/A Lake • Reductions for infantry &
artillery apply only to melee—
-1 -1
no effect on ranged fire
0 0 N/A ×
-1 -1

FORDABLE RIVER MARSH TOWN, TOWER & WINDMILL


-1 -1 -1 -1 • Must stop when entering hex -2 0
• A unit may not battle the turn it
• Must stop when entering hex • Must stop when entering hex moves onto a Town-type hex
• Reductions for infantry & -1 -1 • Reductions for infantry & -1 -1 • A cavalry unit ordered by
-3 -3
artillery apply only to melee— “Cavalry Charge” command
artillery apply only to melee— card battling into or out of
no effect on ranged fire no effect on ranged fire a town-type hex will not
receive additional battle dice
-1 -1 -1 -1 • Infantry & Arty may ignore 1 flag
-1 -1
× × ×

RIVER CASTLE TOWN WITH FIELD WORKS


N/A • Must stop when entering hex -2 0 • Must stop when entering or exiting
through a field works hexside
-2 0
• A unit may not battle the turn
• When attacked through field work
it moves onto a Castle hex
• Impassable hexisde Infantry & Artillery may
• A cavalry unit ordered by “Cavalry
• Movement prohibited N/A Charge” command card battling into -3 -3 ignore 1 flag
• Units may not battle the turn it
-3 -3
or out of a town-type hex will not moves onto town-type hex
receive additional battle dice • A cavalry unit ordered by “Cavalry
• All units in hex may ignore 2 flags Charge” command card battling into
N/A ×
-1 -1
×
or out of a town-type hex will not -1 -1
× × receive additional battle dice
CHURCH & WALLED FARM
• Must stop when entering hex -2 0
• A unit may not battle the turn it
moves onto a Town-type hex
• A cavalry unit ordered by
“Cavalry Charge” command -3 -3
card battling into or out of
a town-type hex will not
receive additional battle dice
• All units in hex may -1 -1
× × ignore one flag

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