Version revised on
23 th February 2006
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Unit set up
Bombardment phase
Movement phase
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Rally phase
Victory conditions

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Bombardement phase

Each artillery unit may only fire once during this phase.

A unit that bombards is unable to move in the following movement phase.

The maximum bombardment range, in number of hexes, is given by the number of cannonballs displayed on the piece. This range is generally of three hexes.

Effects of terrain on bombardments

An artillery unit may not fire when it is in a woods hex or in a village hex.

It is possible to fire over another unit.

In this version of the rules the features of the terrain located between the artillery unit and its target have no influence on bombardments (a change aiming at taking into account some effects has been implemented in the scenario of Austerlitz, see for more details the description of the scenario at the page "The scenarios" of the website).

A unit located in a village gets an additional protection when it is bombarded (see "Effects of bombardments").

Reaction fire

The artillery units that are not in a zone of control of any enemy unit may fire once per turn in reaction to an enemy movement.

This reaction fire is carried out automatically by the program as soon as an enemy unit moves into an hex on contact with the artillery unit. "Hexes on contact" means here adjacent hexes except those separated by an up or down slope greater than one level and those separated by a river or a major river without a bridge.

Note : the reaction fire of your artillery takes place during your opponent's movement phase.

The artillery units may get back at any time the ability of a reaction fire if they are not any longer in a zone of control.

At the beginning of the turn a cavalry unit is adjacent to an enemy artillery. If the cavalry leaves and then no zone of control is exerted any longer on the artillery unit, the latter becomes able to fire a reaction fire.

It is considered that a unit stops exerting its zone of control during its own movement.

At the beginning of the turn a cavalry unit is adjacent to an enemy artillery. If the cavalry unit moves into another hex adjacent to the artillery then the reaction fire occurs.

When an artillery unit is charged by a cavalry unit the morale test is carried out before the reaction fire (see "Cavalry charges"). If the morale test fails the artillery unit is eliminated without firing.

If an enemy unit comes close to an artillery because of an advance after combat, not a movement, this does not trigger any reaction fire (see "Retreat after combat").

Effects of bombardments

The calculation of the effects of bombardments is based on the bombardment value (BV) of the artillery unit, some modifiers related to the terrain of the target hex and a random number (from 1 to 4).

The losses are calculated as follows :

(Bombardment value of the artillery + modifiers + random number) / 2 = Result (rounded down)

Distance to the target
Type of the target unit
Terrain type
Fire type
2 hexes = -1
3 hexes = -2
4 hexes = -3
Cavalry = +1
Artillery = -1
Leader = -1
Village = -1
Reaction fire = -1 (reminder : occurs during the opponent's movement phase)

Modifiers to bombardment


Allocation of damages

The first point lost is subtracted from the Morale Value of the target unit. The following points (if any) are subtracted from the Combat Strength of the target unit.

If the target unit is demoralised all the points are subtracted from the Combat Strength. If the target unit is a command unit, the first point to subtract is ignored since the leaders have no Morale Value.

Exception: on the "Austerlitz" scenario the damages are allocated randomly between the Morale Value and the Combat Strength.