Action points

Each commander has four action points per turn for moving units, engaging in battle, and other actions. Generals can influence their units with a +1 move point if the unit is within the influence zone of the General. 


Using the timeline

Some maps like the historical battles have a timeline with 36 turns. After the last turn, both sides can decide to continue without a timeline or end the game. The side with the most units left on the battlefield wins the game if stopping at the last turn. Once all players have used their action points, the time icon moves to the next turn. 


2 vs 2 battle

In multiplayer 2 vs 2 mode, each player has two action points, played in a cross player mode. Once all players have used their action points, the time icon moves to the next turn or continues without the time icon.


Tactical micromanagement within a square

Units in the same square can be moved or positioned for tactical reasons without using action points. Each unit can only be moved or positioned once within the same square per turn. This micromanagement can be used for tactical advantages in the same turn or the next one, before or after using action points.


Firing or charging? The tactical advantages.

Dice are used for infantry and artillery engagements, determining outcomes by firing a musket/rifle or a cannon. Before rolling the dice, you must declare if the unit is Firing or Charging.


Fire

Artillery and Infantry units can be commanded to "fire," holding their ground and weakening enemy lines. The dice need to be rolled for every single "fire" command for the outcome. Units can also be rotated to "fire" in the desired direction or aligned for a volley.


Regimental volley

The regimental volley is an exceptionally potent tactic that can yield devastating results when executed effectively. When a unit fires and the dice land on the volley icon (three infantry shooting icons lined up), all units aligned in the same square, as well as those in adjacent squares to the left and right, have the opportunity to unleash a volley of gunfire with guaranteed hits based on their range and damage points. If six units are aligned across three squares, they all have the chance to fire at a target of their choice.  Certain infantry units, such as elite infantry and guard infantry, possess higher damage points and an extended firing range, which adds extra damage to the volley. When triggered by the dice, the regimental volley has the potential to inflict significant damage on enemy lines or positions. Thus, it is strategically advantageous to keep infantry units aligned with each other to maximize the effectiveness of this tactic. However, at the Field Marshal level of gameplay, the execution of regimental volleys is contingent upon the presence of a general with the ability to command infantry within the range of influence. Without the presence of such a general, the regimental volley is limited to the units within the square of initiation. Alternatively, playing at the level of Field Marshal, the infantry lucky card can also be used to initiate a regimental volley, offering an additional means of unleashing this powerful tactic.


Charging

Charging is a tactic employed by cavalry and infantry units. When units of the same class engage in melee combat, the unit that takes the initiative wins the interaction, with damage determined by the unit's class. If a commander decides to occupy the ground, the enemy unit must withdraw and leave the square. Lower-class units can't charge against higher-class units unless they start within the General's Influence. Artillery cannot engage in charges or melee combat.


Charging with the infantry

Infantry charges can help gain ground or occupy buildings, as artillery cannot charge and cavalry cannot enter buildings. To charge, move the infantry unit into position and execute the charge. The charged unit must leave the square, even if it is a building, bridgehead, or part of woods. This area remains in control until future counter-charges or actions take place.


Charging with the cavalry

Cavalry charges can stop an enemy advance or weaken and destroy enemy units. The commander can choose to withdraw the unit to safety or occupy the ground after the charge. If the ground is occupied, the enemy unit must withdraw to safety and leave the square. Charges are executed in a straight line on open fields with no obstacles in the path. Cavalry can also use roads through woods and open fields to charge enemy units within their range of operation. Starting a cavalry charge from behind a friendly unit, building, or woods is allowed if the unit can be positioned within its square and charge in a straight line. This also applies to mass cavalry charges.

Return to safety after a cavalry charge
Cavalry units can charge enemy units up to three squares away in all directions. If the commander decides not to hold the ground, the remaining range after the charge can be used to retreat to safety. If a cavalry unit charges an enemy one square away, it can retreat up to two squares back. If the charge starts within a General's influence, the unit can add +1 range to the charge or retreat. This allows cavalry to reach artillery units four squares away but leaves them unable to retreat, occupying the ground.


Mass cavalry charge

Mass cavalry charges are highly effective for breaking enemy lines or causing substantial damage within a short timeframe. To initiate a mass cavalry charge, a maximum of six cavalry units of any type must be assembled within a single square. This charge is considered a single action point, and up to six cavalry units from one square can participate in the charge, inflicting damage on the target. If you have enough cavalry units to fill multiple squares, you can prepare mass cavalry charges on several squares as long as they are within reach of a general's influence. In the "General" level of gameplay, any general within range of influence can execute a mass cavalry charge. However, in the Field Marshal level, the presence of a general specifically trained in commanding cavalry is required to command and execute the charge. Additionally, playing  at the level of Field Marshal, the "Cavalry" Lucky card can be utilized to initiate a mass cavalry charge anywhere on the battlefield, without the need for the influence of any general. Keeping the Cavalry lucky card in reserve provides a commander with an additional powerful option in both gaming modes, particularly when there is a lack of available generals on the battlefield.


Using heights with artillery

Scattered throughout the battlefield, you will come across artillery icons placed strategically on elevated positions known as heights. When artillery units occupy these crucial locations, they gain a significant advantage. Specifically, they receive a +1 bonus to their range in all directions when targeting enemy units. As a result, their standard range of 4 squares is extended to 5 squares in all directions. However, in order to utilize this bonus range, the artillery unit must be within the direct influence of a nearby general. At the Field Marshal level of command, only generals who possess the ability to command artillery can initiate and take advantage of this bonus. Their presence and guidance are essential to unlocking the extended range for artillery units positioned on heights.


Occupying bridges

Enemy-occupied bridges cannot be crossed until the occupying troops are removed by charging or firing.


Square formation

Command infantry units within each other's operational range to form squares for protection against cavalry attacks. Squares cost no action points and prevent movement. Units can fire on enemy units, and generals can take shelter within squares. To unlock the square formation, wait one turn. Lancer cavalry can break square formations, forcing units to withdraw. Unlocking from square formation costs no action points.