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Version revised on
23 th February 2006
Using the site
Generalities
Unit set up
Bombardment phase
Movement phase
Combat phase
Rally phase
Victory conditions

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Questions and Answers

 

Generalities

Scale of the game

A turn represents roughly one hour of real time. The width of a hexagon (hereafter called hexes) on the map corresponds roughly to 500 m on the battlefield. A game generally lasts 12 or 13 turns i.e. one day-time period.

The units, the characteristics and the indicators

There are three main types of units: infantry, cavalry and artillery. The units are gathered in corps identified by a coloured strip at the top of the piece. Each corps is leaded by a command unit.

 

Each unit has the following basic characteristics :

  • The Combat Strength (CS), at the lower left of the piece, represents the strength and the size of the unit. It decreases during the battle due to the losses suffered by the unit.
  • The Movement Allowance (MA), at the lower right of the piece, represents the movement ability of the unit. After each one-hex movement it decreases by a given number depending on the unit type and on the terrain crossed.
  • The Morale Value (MV), at the top right of the piece, represents the cohesion of the unit in combat. It varies during the battle according to certain actions (bombardments, cavalry charges, success or failure in combat, rally). A unit whose MV drops to 0 is demoralised. The leaders have no Morale Value. When needed for some tests this value is then simulated and corresponds to CS + command radius.

Some units have additional characteristics :

  • Artillery units have a Bombardment Value (BV), at the top left of the piece, which represents the destruction capacity of the unit when firing. The maximum bombardment range represents the efficient radius of a fire and corresponds to the number of cannonballs displayed on these units.
  • The leaders have a command radius corresponding to the number of "stripes".

The outcome of some attacks is sometimes considered as an outstanding success. A horizontal grey line then appears on the unit and reminds that it will be able to bring an additional support in later attacks (see "Support in combat").

Séquence of play

Each turn is divided in six phases :

Units set up : According to the scenario the player may have to deploy his units on the map.

Bombardment phase : The player bombards with his artillery units.

Movement phase : The player moves his units.

Combat phase : The player may carry out any attacks that he wishes.

Rally phase : The units attempt to regain morale points.

End of turn : The player may if he wishes write a message to his opponent, then uploads his turn to the server.