Strategic tips/reminders

 

Logical thinking
Apply logical thinking in situations not covered in the manual. For example, a unit in a column cannot charge through units in front. When two infantry units are placed in a double line, the second line unit cannot fire or charge through the first line. Units behind buildings, woods, or other obstacles cannot be charged by cavalry, unless the charge can be performed in a straight line, nor targeted by artillery, unless in a targetable building.

 

Reinforcements
Up to 4 units per turn can enter the battlefield, costing one action point, except generals, who enter for free. Units cannot move upon entering unless a general is nearby or leading a group formation. Generals can use their influence for additional movement.

Targeting Generals

Generals cannot be targeted by artillery but are vulnerable to infantry and cavalry.

 

Canister fire

Cannons can fire canister shots with a 1-square range, dealing automatic 3 damage points. Cannons cannot fire over units during canister fire.

 

Cannon loss

With each hit on a battery, one gun is lost. Howitzers can be attacked separately and marked with damage icons.

 

Artillery fire over obstacles
Artillery can fire over woods, buildings, and other units. Canister shots can be fired in woods with a 1-square range.

 

Square formations
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.

 

Infantry fire over obstacles

Infantry cannot fire over units or woods but can fire at units within woods.

 

Light infantry movement

Light infantry (class 3), is the only infantry unit with a move range of 2 squares in all directions.  If influenced by a general, the maximum range stays 2 squares.

 

Capture building

Buildings can be captured by charging units inside with infantry or shooting them down using rifles/muskets or howitzers.

 

Cavalry restrictions

Cavalry cannot enter woods or buildings (except Mounted Generals).

 

Cavalry charges and retreat
Cavalry has a 3-square charge or move range (4 with General's influence). Retreat range is the unused movement points from the charge. If starting 3 or 4 squares from the target, the cavalry unit cannot retreat, and the targeted unit must leave the square if it survives the charge. Retreating cavalry can take cover behind friendly units.

 

Cavalry charges and obstacles in the same square

Units can be moved aside within their square to allow a cavalry charge without costing action points. Cavalry can also be moved or rotated within their square to charge an enemy unit.

 

Cavalry charges on roads

Cavalry can use roads through woods and open fields to charge enemy units within their range of operation. 

 

Level General

All units can benefit from the General's influence, any general can deploy artillery on heights, command regimental volleys and mass cavalry charges. 

 

Level Field Marshal

Generals have limited influence over units according to their command: deploying artillery on heights, order mass cavalry charges or regimental infantry volleys.