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EPILEPSY WARNING

PLEASE READ THIS NOTICE BEFORE PLAYING THIS GAME OR BEFORE ALLOWING
YOUR CHILDREN TO PLAY.

Certain individuals may experience epileptic seizures or loss of consciousness when


subjected to strong, flashing lights for long periods of time. Such individuals may
therefore experience a seizure while operating computer or video games. This can
also affect individuals who have no prior medical record of epilepsy or have never
previously experienced a seizure.

If you or any family member has ever experienced epilepsy symptoms (seizures or
loss of consciousness) after exposure to flashing lights, please consult your doctor
before playing this game.

Parental guidance is always suggested when children are using a computer and
video games. Should you or your child experience dizziness, poor eyesight, eye or
muscle twitching, loss of consciousness, feelings of disorientation or any type of
involuntary movements or cramps while playing this game, turn it off immediately
and consult your doctor before playing again.

PRECAUTIONS DURING USE:

- Do not sit too close to the monitor. Sit as far as comfortably possible.
- Use as small a monitor as possible.
- Do not play when tired or short on sleep.
- Take care that there is sufficient lighting in the room.
- Be sure to take a break of 10-15 minutes every hour.

© 2009 Matrix Publishing, LLC. and BOKU Strategy Games. All Rights Reserved. Matrix Publishing, LLC. and Matrix Publishing, LLC. logo are trademarks
of Matrix Publishing, LLC. and Horse and Musket Volume 1 - Frederick the Great™ is a trademark of Matrix Publishing, LLC. and BOKU Strategy
Games. All other trademarks and trade names are the properties of their respective owners and Matrix Publishing, LLC. and BOKU Strategy Games
make no claim thereto.
John Tiller’s Battlegrounds of the Napoleonic Wars puts the player in command of the mighty
armies of the Napoleonic era combined with the time-tested interface and turn-based game mechan-
ics that made John Tiller’s game design famous. With the choice of 2D or 3D battlefield views, a new
look, smart AI, and more historical information than can be found in most public libraries, John Tiller’s
Battlegrounds of the Napoleonic Wars brings gamers scenarios, campaigns, and battles throughout
Napoleons famous career.

Players can stomp across Eastern Europe with the original Napoleon in Russia scenarios, compete for
position and advantage in Prelude to Waterloo, or fight Napoleon’s dramatic final battle in the original
Waterloo scenarios. Fans of John Tiller’s Napoleonics game mechanics will find this compilation to
be a convenient and riveting addition to their strategy library. With a simple yet effective difficulty
slider, newcomers to the series can also enjoy John Tiller’s excellent game design without having
to cope with a ruthless, intuitive AI which would give even the most researched Napoleonics buff a
challenge.

Command the mighty armies of Napoleon and redraw the map of Europe in
John Tiller’s Battlegrounds of the Napoleonic Wars!
Horse & Musket Volume 1

Table of Contents
1.0 Horse and Musket Volume 1. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
1.1 Minimum System Requirements. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
1.2 Installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
1.3 Uninstalling the game. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
1.4 Product updates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
1.5 Game forums. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
1.6 Need help?. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
2.0 Welcome and Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
2.0 Starting the Game & General Game Concepts. . . . . . . . . . . . . . . . . . . . . . 12
2.1 Starting the Game (The Main Menu). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
2.1.1 Playing A PBEM (Play by E-Mail) Game . . . . . . . . . . . . . . . . . . . . . . . 14
2.1.2 Computer Control Settings. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
2.1.3 A Special PBEM Note. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
2.1.4 Playing an Internet Game. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
2.1.5 Playing a Hotseat Game. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
2.2 Graphics and General Interface. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
2.2.1 Turn and Phase Panel. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
2.2.2 The General Information Panel. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
2.2.3 The Action Panel. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
2.3 General Game Concepts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
2.3.1 ZOC (Zone of Control). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
2.3.2 LOS (Line of Sight) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
2.4 Using This Rulebook . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
3.0 Sequence of Play. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
3.1 Bombardment Phase. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
3.2 Command Turn Phase. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
3.3 Command Phase. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
3.4 Activation Phase. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
3.5 Action Phase. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
4.0 Units. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
4.1 Infantry. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
4.2 Heavy, Medium, and Light Cavalry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
4.3 Heavy, Medium, and Light Artillery. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
4.4 Leaders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
5.0 Rules of Play. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
5.1 Bombardment Phase. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
5.1.1 Bombardment Phase Interface. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
5.2 Command Leaders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
5.3 The Command Turn Phase. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
5.3.1 The Subordinate Rating . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
5.3.2 The Command Turn Phase Interface. . . . . . . . . . . . . . . . . . . . . . . . . . 30
5.4 Command Phase and Leader Activation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
5.4.1 The Command Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31

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5.4.2 The Activation Phase. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32


5.4.3 Activation Attempt Failure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
5.4.4 Corps and OA Leader Activation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
5.5 End Of Turn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
5.6 The Command/Activation Phase Interface. . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
6.0 Action Phase. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
6.1 First Fire Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
6.1.1 First Fire Phase Sequence. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
6.2 Movement Phase. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
6.2.1 Rally. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
6.2.2 Move . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
6.2.3 Formation Change . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
6.2.4 Facing Change . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
6.2.5 Stacking/Top Unit. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
6.2.6 Charge (Cavalry Only). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
6.2.7 Recover Disruption. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
6.2.8 Fallback Movement / Disengagement. . . . . . . . . . . . . . . . . . . . . . . . . 45
6.2.9 Cold Steel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
6.2.10 About Face . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
6.3 Defensive Fire Phase. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
6.4 Second Fire Phase. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
6.5 Assault Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
6.5.1 Assault Special Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
6.5.2 Assault Fire Phase Sequence. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
6.6 End of Action Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
6.7 Withdrawal Phase. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
6.7.1 Retreat, Rout, and Advance After Combat . . . . . . . . . . . . . . . . . . . . . 52
6.8 Assault Phase Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
6.9 Retreat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
6.9.1 Retreat Restrictions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
6.10 Rout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
6.10.1 Rout Restrictions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
7.0 Artillery. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
7.1 When Artillery Fire Takes Place . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
7.2 Combat Against Artillery Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
8.0 Leader Casualties. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
8.1 Leader Elimination . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
8.2 Replacement Leaders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
9.0 Victory Conditions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
10.0 Hidden Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
11.0 Terrain Effects and Combat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
11.1 Fire Combat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
11.1.1 First and Second Fire Phase Sequence . . . . . . . . . . . . . . . . . . . . . . . . 57
11.1.2 Defensive Fire Phase Sequence. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
11.1.3 Fire Combat Strength Formula . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
11.1.4 Fire Combat Strength Formula Variables. . . . . . . . . . . . . . . . . . . . . . . 58

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Horse & Musket Volume 1

11.1.5 Target Morale Check. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59


11.1.6 Target Disruption Check . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
11.2 Infantry Assault Combat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
11.2.1 Infantry Assault vs. Infantry Sequence . . . . . . . . . . . . . . . . . . . . . . . . 60
11.2.2 Pre-Assault Morale Check. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
11.2.3 Disruption Check (Both Sides). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
11.2.4 Post-Assault Morale Check. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
11.3 Cavalry Charge Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
11.3.1 Cavalry Charge Strength Formula. . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
11.3.2 Cavalry Charge Combat Strength Formula Variables. . . . . . . . . . . . . . 63
11.3.3 Cavalry vs. Cavalry Charge Combat . . . . . . . . . . . . . . . . . . . . . . . . . . 64
11.3.4 Cavalry vs. Infantry Charge Combat. . . . . . . . . . . . . . . . . . . . . . . . . . 67
11.4 Artillery Fire Combat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
11.4.1 Sequence of Artillery Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
11.4.2 Strength Formula . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
11.4.3 Artillery Strength Formula Variables. . . . . . . . . . . . . . . . . . . . . . . . . . 69
11.4.4 Modifiers to Artillery Strength. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
11.4.5 Target Morale Check. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
11.4.6 Target Disruption Check . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
12.0 Scenario Editor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
12.1 Game Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
12.2 Info Menu. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
12.3 Advanced Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
12.4 Creating a Map. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
12.5 Creating Armies. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
12.5.1 Editing Unit Stats. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
12.5.2 Editing Graphics Tab. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
12.5.3 Copy Description. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
12.5.4 Removing, Copying, and Moving Units. . . . . . . . . . . . . . . . . . . . . . . . 76
12.5.5 The OOB Display. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
12.6 Setting Game Parameters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
12.7 Battle Description. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
12.8 Scenario Creation Notes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
12.9 Custom Graphics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
12.9.1 Individual Unit Portraits. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
12.9.2 Font . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
12.9.3 Map and Interface Graphics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
12.10. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Music and Sounds. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
13.0 Index. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
14.0 Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85

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Horse & Musket Volume 1

1.0 Horse and Musket


Volume 1
Thank you for purchasing Horse and Musket, Volume 1: Frederick the Great!

1.1 Minimum System


Requirements
To play Horse and Musket, Volume 1: Frederick the Great, your computer system must meet
these minimum system requirements:
OS: Windows XP or later
CPU: 1.2GHz Pentium or faster
RAM: 1GB or more
Video/Graphics: DirectX-compatible 3D video card
Hard Disk Space: 750MB
DirectX Version: 9.0 or later

1.2 Installation
Please ensure your system meets the minimum requirements listed below. To install the
game, either double click on the installation file you downloaded or insert the Horse and
Musket, Volume 1: Frederick the Great CD into your CD-ROM drive. If you have disabled the
autorun function on your CD-ROM or if you are installing from a digital download, double-
click on the installation archive file, then double click on the file that is shown inside the
archive. Follow all on-screen prompts to complete installation.

1.3 Uninstalling the game


Please use the Add/Remove Programs option from the Windows Control Panel or the Uninstall
shortcut in the games Windows START menu folder to uninstall the game. Uninstalling
through any other method will not properly uninstall the game.

1.4 Product updates


In order to maintain our product excellence, Matrix Games releases updates containing
new features, enhancements, and corrections to any known issues. All our updates are
available free on our website and can also be downloaded quickly and easily by clicking
on the “Update” link in your Game Menu or by using the “Update Game” shortcut in your
Windows START menu folder for the game.
We also periodically make beta (preview) updates and other content available to registered
owners. Keeping up with these special updates is made easy and is free by signing up for a

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Horse & Musket Volume 1

Matrix Games Member account. When youíre signed up, you can then register your Matrix
Games products in order to receive access to these game-related materials. Doing so is a
simple two step process:
Sign Up for a Matrix Games Member account - THIS IS A ONE TIME PROCEDURE;
once you have signed up for a Matrix account, you are in the system and will not need to
sign up again. Go to www.matrixgames.com and click the Members hyperlink at the top. In
the new window, select Register NOW and follow the on-screen instructions. When youíre
finished, click the Please Create My New Account button, and a confirmation e-mail will be
sent to your specified e-mail account.
Register a New Game Purchase - Once you have signed up for a Matrix Games Member
account, you can then register any Matrix Games title you own in your new account. To
do so, log in to your account on the Matrix Games website www.matrixgames.com. Click
Register Game near the top to register your new Matrix Games purchase.
We strongly recommend registering your game as it will give you a backup location for
your serial number should you lose it in the future.Once youíve registered your game, when
you log in to the Members section you can view your list of registered titles by clicking
My Games. Each game title is a hyperlink that will take you to an information page on the
game (including all the latest news on that title). Also on this list is a Downloads hyperlink
that takes you to a page that has all the latest public and registered downloads, including
patches, for that particular title.
You can also access patches and updates via our “Games Section” www.matrixgames.
com/games, once there select the game you wish to check updates for, then check the
“downloads” link. Certain value content and additional downloads will be restricted to
“Members Area” members. so it is always worthwhile to sign up there.
Remember, once you have signed up for a Matrix Games Member account, you do not have
to sign up again at that point you are free to register for any Matrix Games product you
purchase.
Thank you and enjoy your game!

1.5 Game forums


Our forums are one of the best things about Matrix Games. Every game has its own forum
with our designers, developers and the gamers playing the game. If you are experiencing a
problem, have a question or just an idea on how to make the game better, post a message
there. Go to www.matrixgames.com and click on the Forums hyperlink.

1.6 Need help?


The best way to contact us if you are having a problem with one of our games is through
our Help Desk. Our Help Desk has FAQs as well as a dedicated support staff that answer

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questions within 24 hours, Monday through Friday. Support questions sent in on Saturday
and Sunday may wait 48 hours for a reply. You can get to our Help Desk by going to www.
matrixgames.com/helpdesk .

2.0 Welcome and


Introduction
Horse and Musket, Volume 1: Frederick the Great is a turn based game of tactical combat
during the Seven Years War in Europe.
This edition of the game combines all 10 scenarios from its predecessors, Prussian War
Machine and Prussia’s Glory. These scenarios are (in alphabetical order):
ŒŒ Chotusitz
ŒŒ Hochkirch
ŒŒ Hohenfriedeberg
ŒŒ Kolin
ŒŒ Leuthen
ŒŒ Lobositz
ŒŒ Mollwitz
ŒŒ Prague
ŒŒ Soor
ŒŒ Torgau

This combined package provides not only all of these scenarios, but also new game features,
a powerful new editor, and a complete graphics overhaul.

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2.0 Starting the Game


& General Game
Concepts
2.1 Starting the Game (The Main
Menu)
When you first start the game you are presented with several options:

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New Battle: This allows you to start a new battle. When you select this option, you’ll go to
the Scenario Manager screen.

In the panel to the left is the name of the battle or “Battle Group.” A Battle Group is a group
of scenarios taken from the same battle. For example, our “Chotusitz” Battle Group is
comprised of five scenarios depicting some part of the Battle of Kolin. Left click on the name
of the Battle Group to drill down into a list of Battles within it.

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You’ll see a description of the Battle in the lower left-hand panel. This shows gives you
various bits of information about the battle to help you decide which one you‘d like to play,
including the sides, type of battle, and the complexity level of the scenario. Click “Play” to
start the selected battle.
To exit an open Battle Group, double-click “Leave Battle Group” to return to the Scenario
Manager screen to select another Battle Group.
Meanwhile, returning to the Main Menu:
Load Battle: This allows you to load a previously saved game. Select it and then select a
saved game to play.
Take PBEM Turn: This is used when playing a PBEM (Play-By-E-Mail) game.
Battle Online: To play against a live opponent via the Internet, select this option.
Options: This allows you to set various game options. These can also be set during play.
Return to Battle: If you entered the Main Menu screen from a battle you were just playing,
this option takes you back to your game.
Quit: This option allows you to exit the Main Menu and return to Windows.

2.1.1 Playing A PBEM (Play by E-Mail) Game


A PBEM game consists of one player playing out his turn and sending a game file to his
opponent via E-mail. His opponent then does the same. The game automatically creates the
game file and notifies the player when it is time to send this file to his opponent. The patter
of a PBEM game is as follows.

Sending Player
1) Start the game with one side designated as “E-mail Opponent.” Set up the
computer control options for this game at the same time. (See below.)
2) Play your first turn as normal.
3) You will be notified when it is time to send your opponent the PBEM game
file. The game will have created the PBEM game file and saved it to a
folder called “PBEMTurns” which is located under the Horse and Musket,
Volume 1: Frederick the Great game folder. The name of the game file will
include the scenario name, the turn number, and to which side it applies.
4) Using your favorite E-mail program, locate the correct file in the
PBEMTurns folder and send it to your opponent as an E-mail attachment.

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Receiving Player
1) Download the PBEM game file from the sending
player to our PBEMTurns folder.
2) Start the game and choose “Take PBEM Turn” from the Main Screen.
3) Choose the correct PBEM game file and select Open. You
will watch a replay of the sending player’s turn.
4) Play your own turn as normal, and then follow steps
3 and 4 under “Sending Player,” above.

2.1.2 Computer Control Settings


When initially starting a PBEM game, you are given the option of having the computer
handle several phases of the game. The more of these duties you turn over to the computer,
the fewer PBEM game file exchanges are required to play the game. By having the computer
handle all available options, a PBEM game can be played with as few as one exchange per
turn.

2.1.3 A Special PBEM Note


A turn should not be replayed during a PBEM game for any reason, barring a catastrophe.
Start your turn when you have plenty of time and play it straight through to completion.
Once you have completed your turn, you will not be allowed to reload it and play it again.
If your turn is interrupted due to a power failure or hard drive crash (valid catastrophes),
you will have to restart your turn. This will be noted by the game and a message will appear
when you opponent loads your turn, saying that you restarted your turn.
Because of this, you should accompany your turn with a note of explanation and not use any
newfound intelligence to your advantage (i.e. when you restart your turn, play it the exact
same way you did the first time). Your opponent will most likely understand (provided your
turn wasn’t overly fantastic) and continue playing.
During tournament or ladder play, a restart automatically disqualifies you if your opponent
desires it. If your opponent plays his turn and sends it back, however, the restart is null and
void. In other words, you can’t continue playing, see you’re going to lose, and then call for
a disqualification. These are the standard rules. Each tournament or ladder may impose its
own or change these.

2.1.4 Playing an Internet Game


You can also play the game directly between two players over the Internet. To do so, follow
these steps.

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The Host Player


1) Connect to your Internet Service Provider so that you are online.
2) To make a connection, the Remote Player needs an IP address. From
Windows’ Start Menu, select “Run…” and enter “command” for Win98/
ME and “cmd” for other flavors of Windows. Type IPCONFIG at the
command line and press enter to get your IP address. Use E-mail, ICQ,
or Instant Messenger to send the IP address to the Remote Player.
3) Start the game normally and choose a scenario to play.
4) When selecting players, choose “Remote” for the side the
“remote player” (your opponent) will play. Once the game starts,
the message “Waiting for Remote Player” will appear.

The Remote Player


1) Start your Internet Service to go online.
2) Receive the IP address from the Host Player.
3) Start Horse and Musket, Volume 1: Frederick the Great.
4) Choose “Battle Online” from the main menu.
5) Enter the IP address on the screen.
6) The game will begin and you can start playing.
To chat with your opponent, press the Enter key to get a cursor in the upper left corner of
the game screen. Type your message and press Enter to send it. Chat messages appear in the
message center on the interface bar at the bottom.

2.1.5 Playing a Hotseat Game


When playing Hotseat mode, only one player will be viewing the game at a time; this player
will see everything pertaining to their side, including all of their units and everything in his
units’ Line of Sight.
When the player is done with their turn and clicks the End Phase button, the screen will
display a “Time To Switch Sides” message. When the opposing player is ready, they may click
Okay and proceed with their turn.
Any movement or other actions conducted by the opposing side during their phase will be
displayed for the opposing player (that is, any actions that they can see…remember, enemy
units outside of the other side’s Line of Sight will not be viewable. More on this later.)

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2.2 Graphics and General


Interface
Navigating the Map: The game screen is divided into four parts. The majority of the screen is
taken up by the game map itself.

You can scroll around the map simply by moving your mouse to a screen edge. The map will
automatically scroll in that direction. To zoom in and out, use the Up and Down arrow keys
on your keyboard. You can also use your mouse wheel if your mouse has one.
Pressing the “T” key will change the zoom level to 1:1.
Selecting Units: When units are eligible to be selected during play, they will be highlighted
in blue. The currently selected unit is highlighted in purple. To make a unit perform an action,
right click on the unit to bring up its Action Menu. When an action is eligible to a unit, it will
be listed there. To perform an action, left click on the action in the Action Menu. (For more
information about performing Actions, see the various “Interface” rules in section 5.0 for the
Action in question.)
To see information about a unit, right click on the unit to bring up its Information Box. If this
is a selected unit, select Unit Info from its Action Menu.

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To obtain information about a unit, you can also allow your mouse cursor to hover over a
unit and then click on the pop-up that appears over the hex. If this is a stacked hex (there is
more than one unit in the hex), then a pop-up will appear for each unit with one designated
as “top.” (See section 6.2.5, Stacking, for more information.)
To deselect a unit, either click outside the unit’s Movement Radius, or left click and hold on
any hex and select the Deselect <Unit> option.

At any time during play, you can left click and hold on a hex to bring
up a list of options. (For example, while you are parcelling out Sub
Points from your Overall Leader during a Command Turn Phase,
you left click and hold on a Corps Leader. Options appear that allow
you to either 1) give a Sub Point to the Corps Leader, or 2) Select
the Corps Leader.) Often, more than one Action can take place in a
hex (e.g. a selected unit could either move into or merely turn to face
an adjacent hex), so you should always remember to click and hold,
especially when you are trying to perform an action on a stacked hex.

2.2.1 Turn and Phase Panel


The Turn and Phase Panel occupies the lower left-
hand corner of the screen. This shows you what
turn it is, what Phase it is, and the name of the
active Leader, if any.

2.2.2 The General Information Panel


The General Information Panel occupies the lower center of the screen.

This is made up of a blank panel and three buttons to the right of it, one each
for “Messages,” “Units,” and “Terrain.” The information that is displayed here
varies according to the button you’ve selected.
If you’ve selected “Messages” then game messages are displayed here.
If you’ve selected “Units” then information for the unit currently under the
cursor position will be displayed here.

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If you’ve selected “Terrain” then information about the terrain currently under
the cursor position will be displayed here.

2.2.3 The Action Panel


The Action Panel occupies the lower right-hand portion of the screen. This panel displays
various buttons, some used for performing actions (such as End Phase) and other for
displaying information (such as the Order of Battle button). Click on the “arrow” button to
access an additional group of display buttons.

Combat Results: Combat results and the results of other actions made during play are shown
on the map superimposed atop the unit to which they apply. These results are shown in the
following format:
Men -X This shows how many
men this unit has lost due to
combat.
Mor -X This shows how many
Morale Points this unit has lost
due to combat.
Dis +X This shows how many
Disruption Points a unit has
gained due to combat or
movement.
Dis +/-X (X) This shows how many Disruption Points a unit has gained or lost due to
movement or a Disruption Recovery action. The number in the parenthesis shows the total
Disruption for this unit, after taking into account the displayed loss or gain.

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2.3 General Game Concepts


2.3.1 ZOC (Zone of Control)
Infantry, Cavalry and Artillery units exert a Zone of Control (ZOC). This ZOC extends into the
units’ front hexes only.
ŒŒ Leaders, routed units, limbered artillery and infantry in column and cavalry
in Column have no ZOC.
ŒŒ Units must cease movement immediately upon entering an enemy ZOC.
ŒŒ Units may voluntarily leave an enemy ZOC only by “backing” out of it.
This is called Disengagement.
ŒŒ Artillery may never exit an enemy ZOC.

2.3.2 LOS (Line of Sight)


This mainly applies to Artillery units and other units that can Fire at a greater than 1 hex
range. Simply put, ranged Fire cannot occur against units that are behind blocking terrain
(hills, woods, towns) or other units. These units are said to be out of the firing unit’s Line
of Sight. Units at lower elevations can only Fire into the first hex of a higher elevation, and
vice versa.
Line of Sight is also used to determine whether or not enemy units are hidden or visible on
the map. See “Hidden Units” for more information.

2.4 Using This Rulebook


The rules are laid out according to the sequence of play, starting with Section 5.0 Rules of
Play. Each Rules Section includes an “Interface” description that tells you how to perform the
actions for that Phase. For you first few games, it might be a good idea to keep these rules
handy while you play the game.

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3.0 Sequence of Play


3.1 Bombardment Phase
Players of both sides conduct Artillery Fire. Any Artillery unit that Fires may not move this
turn.

3.2 Command Turn Phase


This occurs once per hour (every four turns after and including the first; i.e. Turns 1, 5, 9, 13,
and so on). Both players parcel out their Overall and Corps Leader’s Subordinate Points to
any friendly leaders within those leaders’ radii. The distribution of these Points remains in
effect until the next Command Turn Phase.

3.3 Command Phase


Deferred Leaders are activated and Leader Initiative is determined.

3.4 Activation Phase


The Leader with the Initiative (determined in the
Command Phase) takes an Activation Check. If
successful, conduct an Action Phase (see the next
Section) for this Leader. If unsuccessful, the Leader
is finished for the turn and is taken out of the pool of Leaders still eligible to undertake
Initiative/Activation Checks this turn. Go to the Command Phase to find the next Initiative
Leader, if any are left.
If no Leaders remain to be Activated, the Turn is over. A player may also Defer a Leader for
future Activation during this Phase.

3.5 Action Phase


Each Action Phase is subdivided into the following steps, which are followed in sequence.

First Fire Phase


Active Units may Fire at adjacent enemy units. Any units that Fire may not move this turn.
1) Plot Fire: Each Fired on hex is marked with a “Fire” symbol.
2) Fire Resolution: Click on a “Fire” symbol to see the results of Fire.

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3) Withdrawal Phase: Any units that must Retreat or Rout due


to Fire do so. This is automatic and is handled by computer.
There is no Advance during the First Fire Phase.

Movement Phase
Active units may move and perform Actions.

Defensive Fire Phase


Inactive enemy units may Fire at adjacent ACTIVE units that have moved or Fired this Turn.
This follows the same procedure as “First Fire Phase.”

Second Fire Phase


Active units that moved may Fire.
1) Plot Fire.
2) Fire Resolution.
3) Withdrawal Phase.
4) Advance Phase: Any Active units that have enemy units retreat
or rout from their ZOCs may advance into the vacated hex.

Assault Phase
Any Active units adjacent to an enemy unit may attack. Any Cavalry (Cav) unit that Charged
in the Movement Phase must attack.
1) Plot Attacks.
2) Assault Resolution.
3) Withdrawal Phase.
4) Advance Phase: Any Active units that have enemy units retreat
or rout from their ZOCs will advance into the vacated hex.

End of Action Phase


If any Leaders remain who have not checked for Initiative/Activation, go to the Command
Phase and conduct an Action Phase for each Leader who passes his Activation Check. If there
are no leaders left, go to the Withdrawal Phase.

Withdrawal Phase
Routed units move.

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4.0 Units
There are four basic unit types in the game:
Infantry, Cavalry, Artillery, and Leaders. The
scenario designer (See “Scenario Editor” for
more information) is allowed broad discretion
in tailoring each individual unit to meet the
needs of his battle. Right clicking on a unit
in the field will pop up an information box
regarding that unit.
The following lists the unit types and their
attributes.

4.1 Infantry
Name: Input by the designer.
Type: Input by the designer. Shows up on the unit info screen
during play. (For example, an infantry unit can be given a type name
of “Grenadier” or “Grenzer.”)
Formation: Check the formations this unit can use. The possible
formations are:
1) Line
2) March Column
3) Square
4) Skirmish Order
5) Defensive (this is a special formation that can
be allowed by the scenario designer)
Reinforcement Turn: The Turn number when this unit will appear on the map. Where it
appears is determined by the hex in which the unit is created. If there is an entry in this field,
the unit does not begin on the map, but appears in its hex on the Turn specified.
Number of Men: The number of men in the unit.
Quality of the Unit: There are ten levels of Quality. From highest to lowest, they are:
ŒŒ Elite Guard
ŒŒ Guard
ŒŒ Elite
ŒŒ Crack
ŒŒ Veteran

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ŒŒ Regular
ŒŒ Conscript
ŒŒ Trained Militia
ŒŒ Untrained Militia
ŒŒ Rabble

Disruption: 0-100
Morale: 0-100
Nationality: Input by the designer.
Movement Points: Input by the designer.
# of Figures in Graphic: Our standard full-strength infantry graphic consists of eight
figures. Here, the player can determine the number (#) of figures to use to depict a full-
strength unit. He can also determine how many men each figure represents.
Assault Modifier: 0 – 1000%
Fire Modifier: 0 – 1000%
Morale Check Modifier: -100 through +100. Used whenever this unit takes a Morale
Check (MC).
Movement Disruption Check Modifier: -100 thru +100. Used whenever this unit takes
a Disruption Check (DC) due to movement.
Fire Allowed: If checked, this unit can Fire in the First, Second, and Defensive Fire Phases.
If not checked, this unit can only “Fire” in the Assault Phase.
Effective Range: This is the Effective Range that the unit can Fire.
Long Range: Long Range is from (Effective Range +1) to this number. This is also Maximum
Range.
# Of Battalion Guns: Input by designer. This is the number of Light Cannon in the unit.
Initial AI Orders: These orders override the normal AI from the beginning of the game.
Always Defend: This unit will defend for the entire battle.
Defend until enemy within 1 hex: This unit will defend until an enemy is within one hex
of this unit’s position. The unit then reverts to normal AI control.
Defend until enemy within 3 hexes: This unit will defend until an enemy is within three
hexes of this unit’s position. The unit then reverts to normal AI control
Defend until enemy within 6 hexes: This unit will defend until an enemy is within six
hexes of this unit’s position. The unit then reverts to normal AI control

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Move to hex: This unit will initially move to the selected hex on the map. If an enemy unit
is ever within three hexes of this unit, it automatically reverts to AI control. When the hex is
reached, the unit reverts to normal AI control.

4.2 Heavy, Medium, and Light


Cavalry
Name: Input by designer.
Type: Heavy, Medium or Light. Type name should be editable
by designer. Shows up on the unit info screen during play. (The
designer can select “Heavy Cavalry” and then change the name to
“Cuirassiers” or whatever he chooses.)
Formation: Check the formations this unit can use.
ŒŒ Line
ŒŒ March Column
ŒŒ Skirmish Order
ŒŒ Rout

Reinforcement Turn: The Turn number when this unit will appear on the map. Where it
appears is determined by the hex in which the unit is created. If there is an entry in this field,
the unit does not begin on the map, but appears in its hex on the Turn specified.
Number of Men: The number of men in the unit.
Quality of the Unit: There are ten levels of Quality. Refer to the Quality item in the
previous Infantry section for a full list.
Disruption: 0-100
Morale: 0-100
Nationality: Input by the designer.
Movement Points: Input by the designer.
# of Figures in Graphic: Our standard full-strength Cavalry graphic consists of four figures.
Here, the player can determine the number (#) of figures to use to depict a full-strength unit.
He can also determine how many men each figure represents.
Charge Modifier: 0 – 1000%
Fire Modifier: 0 – 1000%
Morale Check Modifier: -100 thru +100. Used whenever this unit takes a MC.

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Movement Disruption Check Modifier: -100 thru +100. Used whenever this unit takes
a DC due to movement. This also applies to Charge movement.
Fire Allowed: If checked, this cavalry unit can Fire. If not checked, this unit cannot Fire.
Effective Range: Effective Range is from 1 hex to this number.
Long Range: Long Range is from (Effective Range +1) to this number. This is also Maximum
Range.
Initial AI Orders: These orders override the normal AI from the beginning of the game.
Always Defend: This unit will defend for the entire battle.
Defend until enemy within 1 hex: This unit will defend until an enemy is within 1 hex
of this unit’s position. The unit then reverts to normal AI control.
Defend until enemy within 3 hexes: This unit will defend until an enemy is within 3
hexes of this unit’s position. The unit then reverts to normal AI control.
Defend until enemy within 6 hexes: This unit will defend until an enemy is within 6
hexes of this unit’s position. The unit then reverts to normal AI control.
Move to hex: This unit will initially move to the selected hex on the map. If an enemy unit
is ever within three hexes of this unit, it automatically reverts to AI control. When the hex is
reached, the unit reverts to normal AI control.

4.3 Heavy, Medium, and Light


Artillery
Name: Input by designer.
Type: Heavy, Medium, or Light. Type name should be editable by
designer. Shows up on the unit info screen during play. (The designer
can select “Heavy Artillery” and then change the name to “24 pdrs”
or whatever.)
Formation:
ŒŒ Limbered
ŒŒ Unlimbered
ŒŒ Defensive (this is a special formation that can be allowed by the scenario
designer)

Reinforcement Turn: The Turn number when this unit will appear on the map. Where it
appears is determined by the hex in which the unit is created. If there is an entry in this field,
the unit does not begin on the map, but appears in its hex on the Turn specified.
Number of Guns: The number of guns in the unit.

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Nationality: Input by the designer.


Fire Modifier: 0 – 1000%
Movement Points: Input by the designer.
Short Range: Short Range is from 1 hex to this number.
Effective Range: Effective Range is from (Short Range +1) to this number.
Long Range: Long Range is from (Effective Range +1) to this number. This is also Maximum
Range.
Initial AI Orders: These orders override the normal AI from the beginning of the game.
Always Defend: This unit will defend for the entire battle.
Defend until enemy within 1 hex: This unit will defend until an enemy is within 1 hex
of this unit’s position. The unit then reverts to normal AI control.
Defend until enemy within 3 hexes: This unit will defend until an enemy is within 3
hexes of this unit’s position. The unit then reverts to normal AI control.
Defend until enemy within 6 hexes: This unit will defend until an enemy is within 6
hexes of this unit’s position. The unit then reverts to normal AI control.
Move to hex: This unit will initially move to the selected hex on the map. If an enemy unit
is ever within three hexes of this unit, it automatically reverts to AI control. When the hex is
reached, the unit reverts to normal AI control.

4.4 Leaders
Name: Input by designer.
Type: Overall, Corps or Command Leader. The type name should be
editable by the designer. Shows up on the unit info screen during
play. (The designer can select “Corps Leader” and then change the
name to “Field Marshal” or whatever the wish.)
Reinforcement Turn: The Turn number when this unit will appear on the map. Where it
appears is determined by the hex in which the unit is created. If there is an entry in this field,
the unit does not begin on the map, but appears in its hex on the Turn specified.
Nationality: Input by the designer.
Movement Points: Input by the designer.
Rally Points (1-100): This is the number of Rally Points this Leader has per Turn. The final
number of Rally Points a Leader has is affected by the % of casualties in his command.
Corps Leader Rally Points are reduced by the % of casualties in all the Commands under
him. Command Leader Rally Points are reduced by the % of casualties of all his attached

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units combined. Overall Leader Rally Points are reduced by the % of casualties of the entire
Army.
Command Rating (CR) (1-10): This number determines whether or not the Leader takes
his Turn as usual. The Command Rating may be increased by the issuance of Sub Points by
a Corps or OA Leader.
Initiative (1-10): Use this number to determine this Leader’s order of Activation. The higher
a Leader’s Initiative, the sooner in the Turn the Leader becomes Activated.
Command Radius: This is a distance, in hexes, over which this leader has influence.
Sub Points: Overall and Corps Leaders only. These Points can be issued to subordinate
Leaders.

5.0 Rules of Play


5.1 Bombardment Phase
During this Phase, Artillery units of both sides may Fire at enemy units. Any Artillery unit that
Fires in this Phase may not move later in the Turn. A target of Artillery Fire takes a Morale
Check and a Disruption Check in addition to taking casualties.

5.1.1 Bombardment Phase Interface


Artillery units capable of firing at an enemy will be highlighted for
one side. Click on a highlighted Artillery unit. All eligible targets will
now be highlighted. Click on an eligible target to designate it as
the target of the selected Artillery unit. A Fire symbol will be placed
on the target.
Click on a Fire symbol to remove the unit as a target. Repeat for each eligible Artillery unit.
When you are finished plotting Artillery Fire, click the End Phase button.
It is now the other player’s turn to plot Artillery Fire. Follow
the steps above. When finished, click the End Phase button.
Once both players have plotted Artillery Fire, you will see a
Cannon Marker over the target(s).
Click on a Fire symbol to see the results of the Artillery
Fire on that target. Continue clicking on Fire symbols
until all Artillery Fire has been conducted. You can
also click “Auto-Resolve” to resolve all Artillery
Fire automatically without having to click on them
manually.

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5.2 Command Leaders


Each unit in the game is attached to a Command Leader. Each Command Leader (and all of
his attached units) is attached to a Corps Leader. Each Corps Leader (and all of his attached
Command Leaders and their units) is attached to the Overall Leader.
Each Leader in the game has a Command Rating (CR), a Command Radius (Radius), and
an Initiative Rating (IR). During the Command Phase, the IR is used to determine the order
of Leader Activation (i.e., which Leader goes first). The CR is used for Leader Activation. The
Radius is used to determine which of a Leader’s Sub Units are in command. Overall (OA)
Leaders and Corps Leader also have an additional Rating: the Subordinate Rating (SR), which
they use to enhance the CR’s of their subordinate Leaders.
There are three types of Leaders: Command Leaders, Corps Leaders, and Overall Leaders
(referred to as OA). Each Command Leader commands a number of subordinate battalions
called Sub (short for “subordinate”) Units. When any Leader is Activated, only the Sub Units
he commands (and within his Radius at the time of Activation) may perform Actions. Corps
Leaders may command any units attached to him, including Command Leaders. OA Leaders
may command any units on his side, including Corps and Command Leaders.

5.3 The Command Turn Phase


Every fourth turn (i.e. every one hour) is known as the Command Turn. Each Command Turn
has a special Command Phase in which OA and Corps Leaders parcel out their Sub Points to
their subordinate Leaders. The Command Turn occurs on Turns 1, 5, 9, 13, etc.

Each OA and Corps Leader in the game has a Sub Rating, which he uses to parcel out
Command Points to subordinate Commanders during a Command Turn.
An OA can give Sub Points to any friendly Leader within his radius. A Corps Leader can give
Sub Points to any Command Leader that is both subordinated to him and within his radius.

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5.3.1 The Subordinate Rating


When parceling out Sub Points, the player can split the Sub Rating however he likes. For
example, a Sub Rating of 3 may be given to a single Leader taking all 3 Command Points, or
to up to 3 Leaders each taking one additional Command Point. Sub Points may only be given
to Leaders within the conferring Leader’s radius.
Sub Points are used to increase the CR’s of the Leaders receiving them. For example, a Leader
with a CR of 3 receiving 2 Sub Points now has a CR of 5 until the next Command Turn. Once
Sub Points are allotted, the beneficiaries of the points use their new Command Ratings for
all purposes until the next Command Turn.
Some important exceptions to these rules:
ŒŒ Any Leader who begins a Command Turn adjacent to an enemy unit may
not issue Sub Points.
ŒŒ If 75% or more of a Command Leader’s Sub Units are adjacent to enemy
units, then that Command Leader is not eligible to receive Sub Points.
Additionally, that Command Leader is automatically Activated, although
he uses his IR normally for the purposes of Initiative Determination.
ŒŒ When all of a Leader’s Sub Units are Column formation, the Leader
has a 100% chance of Activation during the Activation Phase. He may
still receive Sub Points for later Turns, but there will be no effect on his
Activation while his entire command remains in Column formation since
the command will always be Activated. The issued Sub Points will affect
the Activation Chance if the command has units change formation out of
Column in future Turns.

5.3.2 The Command Turn Phase Interface


Leaders that are eligible to issue Sub Points are highlighted along with the number of Sub
Points possessed by that Leader. Left click on a highlighted Leader; Leaders that are eligible
to be given Sub Points by the selected Leader will now be highlighted along with their
current Command Rating. This Command Rating will be printed in red if it has been modified
by the issuance of Sub Points.
To issue a Sub Point, left click
on the receiving Leader. One
Sub Point is subtracted from the
issuing Leader and one Command
Point is added to the receiving
Leader. To give a Sub point back
to the issuing Leader, left click and
hold on the receiving Leader and
choose “Subtract from Leader.”

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To issue a Sub Point to a Leader who is also eligible to issue Sub Points, left click and hold,
then select “Add to Leader” to issue the Sub Point.

5.4 Command Phase and Leader


Activation
5.4.1 The Command Phase
Initiative Determination
Initiative is determined during the Command Phase, once per Game Turn. To determine
Initiative, for every Leader on the map a random number from 1 to 6 (inclusive) is generated.
The Leader’s Initiative Rating is added to this number. The result is the Leader’s final Initiative
Rating for the Turn. The Leader with the highest Initiative goes first. Final Initiative Ratings
are kept secret from the players.
When Leaders have the same Final Initiative Rating, the Leader with the highest Command
Rating (as modified by Sub Points, if applicable) goes first. If still tied, one of the tied Leaders
is chosen randomly.

Deferment
Any Leader who is determined to have the Initiative as per the procedure above may have
his Activation Deferred until later in the Turn. To activate the Leader, click the “Activate”
button.
The player defers a Leader by clicking the “Defer” button instead.

Any time a side has a deferred Leader, the “Activate Deferred


Leader” button appears as an option for that player during Leader
Activation.

By clicking this button, the player is selecting to Activate a Deferred


Leader instead of the Leader with the current Initiative. All the
player’s Deferred Leaders will be highlighted. Click on one to select
him. This Leader then undergoes an immediate Activation Check.

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5.4.2 The Activation Phase

Once a Leader is determined to have the Initiative, it undergoes an Activation Check. Each
point of a Leader’s CR is equal to a 10% chance of Activation. For example, a CR of 4 equals
a 40% chance of Activation. A successful Leader Activation will be indicated immediately.
If the unit being checked is a Corps or Command Leader who
received Sub Points from OA during the last Command Turn
Phase, then this bonus CR is applied to this Activation Check
also.
ŒŒ If 75% or more of a Command Leader’s Sub Units are adjacent to enemy
units, then that Command Leader will be automatically Activated.
ŒŒ When an entire command is in Column formation, then that command’s
Leader will be automatically Activated. (A Corps or OA Leader will be
automatically activated in this case only if every unit comprising his entire
command is in Column formation. For the OA Leader, this would be the
entire Army.)

5.4.3 Activation Attempt Failure


If a leader fails an Activation Check, he is done for the Turn
and can take no further Action in the Command Phase or for
the rest of the Turn. This Leader forfeits his Action Phase for
the Turn.
Passage: If a Leader passes his Activation check, then each
of that Leader’s Sub Units within the Leader’s Radius AT THE INSTANT OF THE ACTIVATION
CHECK may engage in that Leader’s Action Phase. No other units may take part in this
Leader’s Action Phase. (Exception: Any leader may command previously unactivated Artillery
units within his radius.)

5.4.4 Corps and OA Leader Activation


Corps and OA Leaders are activated normally using their CR’s for Activation. All units are
considered Sub Units of OA. All units attached to the Command Leaders that comprise a

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Corps Leader’s command are considered Sub Units of the Corps Leader. Sub Units are not
attached directly to an OA or a Corps Leader. Instead, they may automatically command
any of their Sub Units (as defined above) within their Radius’s - IF the Sub Units in question
have not already undertaken an Action Phase. Sub Units and Leaders may only be Activated
once per Turn. (An OA or Corps Leader may Rally any of their Sub Units within their radius’s,
whether they have been previously activated or not.)

5.5 End Of Turn


When an Active Leader and all of his Sub Units have finished a complete Action Phase, then
Initiative is once again determined and Activation Checks made for any Leaders who have
not yet attempted an Activation.

5.6 The Command/Activation


Phase Interface
When one of your Leaders has the Initiative, the message “Activate?“ will be displayed atop
the leader on the map. Click the “Activate” button (on the “Action Panel”) to attempt to
Activate this Leader. If you don’t want to Activate this Leader at this time, click the “Defer
Leader” button (on the “Action Panel”).
Instead of Activating the Leader with the current Initiative, the player can choose to Activate
a Deferred Leader. To do this, click the “Activate Deferred Leader” button (on the Action
Panel). All of your side’s Deferred Leaders will be highlighted. Select the one you’d like to
Activate by clicking on it.
If your side has no Leaders to Activate other than Deferred Leaders, those Deferred Leaders
will be highlighted on the map. Select one, and click “Activate Leader” to Activate the
Leader.

6.0 Action Phase


Every unit in the game is subordinated to a Leader (exception: Artillery). When a Leader
is Activated, all of his Sub Units are also Activated provided they are within the Leader’s
Command Radius. These units, and only these units, may perform Actions during the Action
Phase. A unit may only participate in one Action Phase per Turn.
Artillery units are never attached to Leaders. Any Leader may command an Artillery unit
within his radius. An Artillery unit outside the radius of a Leader may not move. It may Fire
normally, however. Artillery may only move once per Turn, just like any other unit.
Each Action Phase for each Leader follows the sequence outlined below.

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6.1 First Fire Phase

Activated units may Fire at enemy units within range. Any unit that Fires in this Phase may
not move in the ensuing Movement Phase.

6.1.1 First Fire Phase Sequence


1) All firing units and targets are selected.
2) All Fire is executed. Casualties are applied.
3) Targets of Fire take a Morale Check.
4) Retreats and Routs are carried out.

Interface
All units eligible to Fire will be highlighted by a
blue ring. To conduct First Fire, left click on an
eligible friendly unit. Then left click on an enemy
unit within the firing unit’s range and line of
Fire. The Firing unit will be highlighted by a pink
ring, while eligible target units will be
highlighted by a yellow ring.
A Fire symbol will appear
in the target’s hex,
indicating that that unit
is the target of Fire. The
Fire symbol for infantry and cavalry is a crossed pair of rifles.

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When finished with all target selections, click End Phase.


Click on the Fire symbols to Fire and view combat results.

You may also click the “Auto-Resolve” button to automatically resolve all Fire Combat.

6.2 Movement Phase

During the Movement Phase, each eligible unit can perform a number of Actions. Each of
these Actions is described in detail below.

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6.2.1 Rally
Once a Leader has been Activated, he is eligible to Rally his Sub Units. Corps and Command
Leaders can Rally any of their Sub Units. OA can Rally any unit.
Eligibility: Any Sub Unit within the active Leader’s radius may be rallied. Note that a Leader
can move to put a unit within his radius and make him eligible for Rally. This is different
from activating a unit when the unit has to be within the Leader’s radius at the moment
of Activation. Units can be Rallied anytime during a Turn even if they had already been
Activated earlier in the Turn.

Rally Interface
Once a Leader has been activated he is eligible to rally his Sub Units. Click on the Leader and
select the Rally order. The Leader’s current number of Rally Points will be displayed above
the Leader’s head on the map. The current Morale Levels of all his Sub Units will be displayed
above each Sub Unit on the map. Left click on a Sub Unit to make a Rally attempt on the unit.
Each Rally attempt will increase the unit’s Morale by 0, 10, or 20. The unit’s on-map Morale
Level will increase according to the result and the Leader’s Rally Points will decrease by 1.
(Exception: If the unit is adjacent to an enemy unit and the Leader is not stacked with the
unit, the Rally attempt will cost the Leader 2 Rally Points.)
A Leader may attempt to Rally as many units as possible only so long as he has Rally Points
remaining.

Rally Points
Each leader has a number of Rally Points (RPs) he may use to Rally his Sub Units. The number
of Rally Points a Leader has is modified by the number of casualties his command has
suffered, as follows.
Corps or Command Leader: RPs x (% of total Sub Unit strength remaining of all attached
units) = Total Rally Points available.
Overall Leader: (RPs x % of total army strength remaining) = Total Rally Points available.
The result is the total number of Rally Attempts the active Leader may make during this
Action Phase. Each Rally Point represents one Rally attempt. (Exception: Units in EZOCs
require 2 Rally Points per Rally attempt, unless stacked with the Leader issuing the Points.)
Battle Withdrawal Level: Once an Army has reached its Battle Withdrawal Level, every
Leader of that Army has his Rally Points halved for the duration of the game. In addition, at
the end of the game, if the winning side has reached its Battle Withdrawal Level, its Victory
Level is lowered by one step from Decisive to Marginal or Marginal to Draw.

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Rally Point Distribution


Each time a unit attempts to Rally, one Leader Rally Point is consumed. (Exception: A unit
attempting to Rally while in an Enemy Zone Of Control (EZOC) requires two Rally Points per
attempt.) For each Rally attempt, the unit takes a standard Quality Check. If the Check is
less than or equal to one-half of the unit’s Quality (e.g. “5” for a Regular unit, out of 10),
the unit’s Morale goes up by 20 points instead of just 10. If the check successful but greater
than half of unit’s Quality, the unit’s Morale goes up by 10 points. If the check fails, there is
no effect, other than the useless consumption of the Leader’s Rally Point.

Repercussions and Restrictions


ŒŒ Sub Units receiving Rally Points must be within the active Leader’s radius
to whom they are subordinated or within the OA’s radius if the points are
being issued by OA.
ŒŒ No Sub Unit may ever exceed a Morale Level of 100.
ŒŒ Normally, 1 Rally Point equals 1 chance to increase the Morale Level of
the receiving unit. If the unit is adjacent to an enemy, however, it costs 2
Rally Points to give the unit 1 Rally attempt. If the Leader is stacked with
the unit, the cost remains 1.

6.2.2 Move
This is the default Action. There is no specific command for moving a unit. To move a unit,
click on the unit. Every hex the unit can move to this turn will be highlighted. Left click on
a highlighted hex and unit will move there. To enter a stacked hex, left click and hold, then
select “Move Here” from the menu.

Basic Movement Interface


When a unit is selected during a Movement Phase, every hex the unit can enter will be
highlighted and a number will be printed in each hex. The number tells you how many
Movement Points (MPs) the unit will have REMAINING after moving to the hex.
To move a selected unit to a hex, click on a highlighted hex and the unit will move there.
You can also left click and hold to select other options (such as “Face Here,” as opposed to
“Move Here”).
To deselect a unit, either click on the unit or click on the map somewhere outside the group
of highlighted movement hexes.
Once a unit has expended all of its MPs, it may move no further. It may still Charge, Fire,
Rally, and engage in Assault.
An Active unit that enters an enemy ZOC must stop movement. It can move no further for
the remainder of the Turn.

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Multiple Unit Movement


To move groups of units at once, select as the primary unit and then as many units as are
eligible to move by left clicking and holding on them and selecting “Join <Primary Unit>.”
The first unit selected is the primary unit, and all other units will “follow” the primary unit.
Once as many units as you wish have “joined” the primary unit for this move, you can move
all units by left clicking on a movement-eligible hex. The primary unit will move to this hex
and all other “joined” units will move so as to maintain their position relative to the primary
unit. If in Line Formation, all units will undergo Disruption Checks as normal and the results
will be shown on screen.
You may also perform various actions while having multiple units selected, such as formation
and facing changes.
To deselect units, left click and hold on the unit and select “Deselect <unit>” or “Deselect
All.” You may also click on a hex outside the unit’s Movement Radius.

Movement Disruption
For each hex entered during Movement in Line formation, the unit takes a Disruption Check.
If the unit fails the Check, it will gain Disruption by the amount that it failed. Some terrain
types entail a modifier to this Check. For instance, Prussian Infantry entering Light Woods
terrain take a Disruption Check at a +10 disadvantage. The Terrain Chart lists the die roll
modifiers. Facing and Formation changes also entail a Disruption Check.

Important: When a unit reaches 100 Disruption, it can no longer move.

Approach of Enemy Morale Checks


Whenever a moving unit enters a hex adjacent to an enemy unit, both units take an
immediate morale check. Failing this Morale Check causes a loss of Morale, as usual.

Movement Restrictions
ŒŒ A unit that Fires in the First Fire Phase may NOT move.
ŒŒ Artillery units that Fire in the Bombardment Phase may NOT move.
ŒŒ Routed units may not move during the Movement Phase. Routed units
move only during the Withdrawal Phase, and when initially Routed.
ŒŒ Units in an EZOC may not move normally. They must first Disengage.
ŒŒ A unit with a Disruption of 100 cannot move. (Exception: A D100 unit can
“Disengage.”)

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6.2.3 Formation Change


ŒŒ Cavalry, Artillery, and Infantry may voluntarily change formation. Leaders
have no formation.
ŒŒ Each change of formation costs Movement Points (MP).
ŒŒ Infantry may never enter square formation voluntarily.
ŒŒ Formation may never be changed voluntarily in an enemy ZOC.
ŒŒ Not all units are allowed to assume every possible formation. The
formations a unit may assume during play is set in the Scenario Editor
on a unit-by-unit basis.

A unit with a Disruption of 50 or greater cannot change formation.

Interface
Any time a unit changes formation, it is also, in effect, changing its facing. Changing from
Column to Line not only changes the unit’s formation, but also alters its facing by 90 degrees.
The same is true when changing from Line to Column.
To change a unit’s formation, select the unit on the map then select the “Change Formation”
order. When changing from Column to Line formation, four hexes will be highlighted (two
on either side of the unit). These hexes define the direction the unit will face following the
formation change. Clicking on one set of hexes will cause the unit to change into a Line
formation facing left. Clicking on the other set of hexes will cause the unit to change into a
Line formation facing right.
When changing from Line to Column formation, only two hexes are highlighted, one to the
left and one to the right of the current unit. Clicking on one of these hexes determines the
direction the unit will face after it assumes Column Formation.
Changing an Artillery unit’s formation from Limbered to Unlimbered also entails a facing
change. The hexes surrounding the unit will be highlighted. Choose one to select its new
facing.

Infantry Formations
Changing from one formation to another costs MPs and entails a Disruption Check.
Line Formation: Infantry in Line may move and/or Fire. Infantry in Line may initiate an
Assault. Infantry in Line may enter an enemy ZOC. Infantry in Line always faces a hexpoint
(as opposed to a hexside).
Column Formation: Infantry in Column may only move; they may not Fire or Assault.
Infantry in Column may never enter an enemy ZOC. Columns always face a hexside (as
opposed to a hexpoint). Infantry in Column on Roads may change facing at no cost.

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Skirmish Order Formation: Infantry in Skirmish formation may move. They may not
initiate an Assault. Units in Skirmish formation may enter an enemy ZOC. Units in Skirmish
formation always face a hexpoint. Units in Skirmish formation may Fire. Units in Skirmish
formation may change facing at no cost.
Defensive Formation: This is a formation used by a unit when defending a fortified
position, town, or rough terrain. It provides 360 degree coverage, but it is immobile. The unit
is treated as in Square formation for movement, but as in Skirmish formation for combat.
Square Formation: Infantry in Square Formation may not move. Only infantry units in Line
or Column formation can form a square. Units in Skirmish formation cannot form a Square.
Routed units cannot form a Square.
Reacting to Cavalry: Whenever a Cavalry unit enters an enemy Infantry’s flank hex, that
Infantry unit undergoes a Quality Check. If successful, the unit enters Square Formation.
Modifiers to this Square Check are listed below.
Modifier (added to the QC Random #):
ŒŒ Enemy Cavalry are Hussars or Cossacks: +30
ŒŒ +1/2 the disruption level of infantry unit
ŒŒ +10 if Infantry Morale is 40-50
ŒŒ +20 if Infantry Morale is 20-30
ŒŒ +30 if Infantry Morale is 10

If the final number is less than or equal to the unit’s Quality, the unit will form a Square.
If the final number is greater than Quality, the unit gains Disruption equal to the amount by
which it failed its Check and must accept the Charge in its current formation.
A unit in Square Formation exerts a ZOC into every adjacent hex. A Square unit may fire into
any adjacent hex.

Cavalry Formations
Changing from one formation to another costs MPs and entails a possible Disruption gain.
Line Formation: Cavalry in Line may move and Charge. Cavalry in Line may enter an
enemy ZOC. Cavalry in Line always faces a hexpoint. Some hexes are prohibited to Cavalry
in Line formation. Cavalry in Open formation may Fire, if otherwise eligible.
Skirmish Order Formation: Cavalry in Skirmish formation may move. They may not
Charge. Cavalry in Skirmish formation may enter an enemy ZOC. Cavalry in Skirmish
formation always faces a hexpoint. Cavalry in Skirmish formation may Fire, if otherwise
eligible.

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Column Formation: When in Column formation, cavalry faces a hexside (just like infantry).
Cavalry in Column may never enter an enemy ZOC. Cavalry in Column on Roads may change
facing at no cost. Cavalry in Column formation may not Fire.

Artillery Formations
Limbered: Artillery may only move when it is Limbered; it may not Fire when Limbered.
Unlimbered: Unlimbered Artillery may not move. It may Fire, however, and may change
its facing.
ŒŒ An Artillery unit that fires during the Bombardment Phase may not move
or change facing in the same turn.
ŒŒ An Artillery unit may never exit an enemy ZOC. It may never Retreat, Rout,
or Advance.
ŒŒ Limbered Artillery on Roads may change facing at no cost.

6.2.4 Facing Change


Every unit in the game has a facing. Generally speaking, units can only move, Fire, and
Charge toward the front of the unit.

ŒŒ Infantry in Line and Skirmish formations, Cavalry in Line and Skirmish, and
unlimbered Artillery always face a hexpoint. The two hexes adjacent to
the facing hexpoint forms the unit’s front. A unit in Line or Skirmish
formation has two front hexes, two flank (side) hexes, and two rear hexes.

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ŒŒ Infantry and Cavalry in Column and limbered Artillery always face a


hexside. Units in Column formation have one front hex, four flank hexes,
and one rear hex.

ŒŒ Infantry in Square is considered to be facing in all directions (i.e., every


adjacent hex is a front hex).
ŒŒ Leaders and routed units have no facing.
ŒŒ A unit may only move into one of the adjacent hexes that comprise its front.
(Except for a few special cases. See Disengagement, Fall Back, Retreat and
Rout.) Leaders can move into any adjacent hex at no penalty.
ŒŒ It costs 1 MP for a unit to change its facing for each hexpoint/hexside
changed. (Exception: Units in column and limbered formation on a Road
may change facing freely. Units in Skirmish formation may change facing
freely at any time.)
ŒŒ Facing may not be changed while in an enemy ZOC.
ŒŒ A change of Facing requires a Disruption Check.
ŒŒ An unlimbered artillery unit may change facing while unlimbered.
ŒŒ A unit in Limbered or Column formation on a Road and units in Skirmish
formation may change facing at no cost.

Interface
To change a unit’s facing, choose “Turn Left” or “Turn Right” from the unit’s Action Menu.
The selected unit will turn to face that direction. Directions are in relation to the unit. Thus, a
right turn would be to the unit’s right, not necessarily the player’s right.
Alternatively, you can left click and hold on an adjacent hex and choose the “Face Here”
option.

6.2.5 Stacking/Top Unit


Stacking is the occupation of the same hex by two units of the same side. Friendly units
may never stack with enemy units. Whenever units are stacked, one of the units is always
considered to be the top unit. This is the unit shown on the map. The other unit in the hex is
not shown on the map except when selected. A stacked hex is represented on the map by a

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small flag. The color and style of the flag will be different depending on the nationality and
the type of unit stacked in the hex.
Cavalry may only stack with Cavalry. Infantry may only stack with Infantry and Artillery.
Leaders may stack with any unit.
Only TWO units may ever occupy the same hex at the same time. Any number of Leaders can
stack in a hex; they do not count against the two-unit limit for any unit type.
Whenever units are stacked, one non-Leader unit is considered the TOP UNIT. Only the TOP
unit in a stack may Fire/Attack and be Fired at/Attacked. Only Top units defend against
Cavalry Charges and Assault Fire. When an Artillery unit is stacked with an Infantry unit, both
units may Fire during any phase in which they would otherwise be eligible to Fire. An Artillery
unit stacked with an Infantry unit cannot be specifically targeted for combat and suffers no
adverse effects of combat as long as it remains stacked with the Infantry unit.
Changing the TOP unit causes a Disruption Check for every unit in the hex. When a non-TOP
unit moves (and is not Disengaging), every unit in the hex takes a Disruption Check. All
Disruption Checks are conducted at a +10 disadvantage when in a stacked hex.
Routing units may move through any other unit, regardless of type and stacking limitations.
The non-Routed stationary unit takes a Disruption Check. Routed units may not remain
stacked with any other unit, however. They continue Rout movement until they find an empty
hex.

Interface
To change the Top unit in a hex, select the “Make Top Unit” option from a stacked unit’s
Action Menu.

6.2.6 Charge (Cavalry Only)


Only Cavalry units may charge. Any Cavalry units that are Charged/Assaulted in a front hex
will “Countercharge.” No actual movement takes place, but the Cavalry unit is assumed to
be Charging within the limit of the hex it occupies. A Cavalry unit Charged/Assaulted in a hex
other than a front hex does not Countercharge. Even though Charge movement takes place
during the Movement Phase, Charge resolution does not occur until the Assault Phase.
Cavalry can only Charge into or through Clear terrain hexes. Cavalry cannot Charge across
hex side terrain (such as a stone wall) but can charge across elevation changes and streams.
A unit with a Disruption of 100 cannot Charge. If a Charging cavalry unit gains Disruption to
a level of 100 during a Charge, the Charge is canceled.

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Charge Range
The maximum Charge range for a Cavalry unit is four hexes. When the Charge order is given,
every hex in the front facing of the Cavalry unit is highlighted out to the unit’s Charge range.
No facing changes are allowed. The Cavalry unit must end its Charge adjacent to an enemy
unit. Cavalry units may initiate a Charge on adjacent enemy units as if they were Charging
at a 1-hex range. No movement is required.

Charge Movement
A Charge move consists of only forward movement through highlighted Charge hexes. No
facing changes are allowed, and no other action may be performed. A Charge move ends
whenever the Cavalry unit enters a hex adjacent to an eligible target or the charging Cavalry
unit gains Disruption to a level of 100 prior to reaching the target hex.
For each hex of Charge movement, the Charging unit must undergo a Disruption Check.
This is like a regular Disruption Check except the Check is further modified by the scenario’s
“Charge Disruption Modifier.” This number is added to each Disruption Check in each hex.
This number is per side, per scenario, and is set individually for each scenario during its
creation.

The Charge Order


Issuing a Charge Order signals a Cavalry unit’s intention to launch a Charge. This costs
0 MPs, but once pressed a Cavalry unit must move into one of the highlighted hexes as
described above. A unit must be within its Charge Range of an enemy unit in order to launch
a Charge.
When a Charging Cavalry unit enters the front hex of an enemy Cavalry unit, the enemy
Cavalry unit takes a standard Disruption Check just as if it were moving one hex. This
represents the defending Cavalry launching a short Countercharge.

Fire Capable Cavalry Units


A Cavalry unit that has a Fire Capability may Fire in the Second Fire Phase even if it had
Charged during the previous Movement Phase. Otherwise, a Firing Cavalry unit is treated
as any other Fire-Capable unit. A Cavalry unit that Fires during the First Fire Phase may not
move or Charge.

Interface
To launch a Cavalry Charge, move a Cavalry unit to within 4 hexes of an enemy unit, then
select Charge from the Action Menu. The crossed swords charge icons will appear on the
map. Click on one of these and the Charging Cavalry unit will charge into the hex you
selected. The Charge will take place during the Assault Phase.

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6.2.7 Recover Disruption


Instead of actually moving, a unit may expend MPs during a Movement Phase to recover
from Disruption. In order to do this, a unit must be eligible to move (it cannot have fired in
the First Fire Phase). The unit must NOT be in an EZOC.
For each MP expended (for each click of the Recover Button), the unit takes a standard
Quality Check. If the die roll is higher than the Quality of the unit, there is no effect. If the die
roll is less than or equal to the unit’s Quality, the unit loses 10 levels of Disruption. If the die
roll is less than or equal to 1/2 of the unit’s Quality, the unit loses 20 levels of Disruption.
Units can use MPs for any combination of movement and Disruption recovery. Disruption
recovery is considered movement for all purposes.

Auto Recover
When a player ends a Movement Phase and any of his active units have MPs remaining,
those MPs are used automatically to recover from Disruption.

“D” Hotkey
When a unit is active and eligible, hit the “D” key to quickly make a recovery attempt,
instead of using the normal Action Menu.

Interface
To recover from Disruption, select the Recover from Disruption order from the Action Menu.
Each Order issued costs the selected unit 1 MP. A unit can attempt to recover from Disruption
up to the limit of its Movement Allowance.

6.2.8 Fallback Movement /


Disengagement
Infantry and Cavalry can use Fallback Movement/Disengagement Movement. Disengagement
is the act of a unit leaving an EZOC. This usually involves the unit moving backward into one
of its rear hexes. Disengagement is the only way a unit can voluntarily leave an EZOC.
Fallback Movement is the act of moving backwards when not in an EZOC.
Disengagement costs ALL of the unit’s MPs. A unit in any formation can Disengage.
The MP cost for Fallback Movement is listed on the Terrain Effects Chart. Barring prohibited
terrain or other obstacle, a unit can always Fallback one hex, regardless of the movement
cost.
Both types of movement are subject to possible Disruption.

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A Leader stacked with a Disengaging unit moves with the unit, unless the stack includes
another unit not Disengaging. In this case, the Leader has a choice of moving with the
Disengaging unit, or remaining with the stationary unit.
A unit in Line formation cannot Fire in the ensuing Second Fire Phase after Disengaging or
Falling Back. A unit in Skirmish formation may Fire under these conditions.

Interface
To use Fallback Movement/Disengagement, select an eligible unit, and then select Fall Back
or Disengage from the unit’s Action Menu. The unit will automatically Disengage/Fallback. If
a choice of hexes is available, the player will be given the option of which hex to Disengage/
Fallback into.

6.2.9 Cold Steel


Infantry in Line formation may initiate a Cold Steel move at the beginning of their Movement
Phase. A Cold Steel move gives an Infantry unit four additional Movement Points. Any enemy
unit adjacent to a unit making a Cold Steel move suffers a +20 modifier to its Approach of
Enemy Morale Check. The Cold Steel unit has a -20 modifier to this Check.
A unit performing a Cold Steel Move may not fire during the Second Fire Phase. It may
Assault normally, however.

Interface
To conduct Cold Steel movement, select a unit and then select “Cold Steel” from the unit’s
Action Menu.

6.2.10 About Face


Any Infantry or Cavalry unit can perform an About Face. An About Face is a change of facing
of 180 degrees (e.g., the unit turns around and faces in the opposite direction).

Interface
To conduct About Face movement, select a unit and then select “About Face” from the unit’s
Action Menu.

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6.3 Defensive Fire Phase

The Defensive Fire Phase gives the Inactive player an opportunity to fire at ACTIVE enemy
units. The following explains who can fire at whom during the Defensive Fire Phase.
Inactive Infantry, Light Infantry, and Cavalry can fire at any enemy unit that just Moved or
that Fired in the First Fire Phase.
Inactive Artillery can Fire at any adjacent (only) enemy that just Moved or Fired in the First
Fire Phase.
These units can fire once during each Defensive Fire Phase.
Defensive Fire Phase Sequence
1) All Firing units and targets are selected.
2) All Fire is executed. Hits are applied.
3) Targets of Fire take a Morale Check
4) Targets of Fire take a Disruption Check
5) Retreats and Routs are carried out.
Interface
Any units eligible to perform Defensive Fire will be highlighted. Left click on a highlighted
unit. Every enemy unit eligible to be Fired at by this unit is then highlighted. Left click on a
highlighted enemy unit to make it the target of the Defensive Fire of the friendly unit just
selected. A Fire marker will appear in the target’s hex, indicating that that unit is the target
of fire. When finished with all Defensive Fire, click on the End Phase button. Then click on
the targeted hexes to view the results. You may also click the “Auto-Resolve” button to
automatically resolve all Fire Combat.

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6.4 Second Fire Phase

The Second Fire Phase gives moving units an opportunity to fire. Only units that have Moved
during this Action Phase may Fire. Units that used Cold Steel Movement cannot Fire. Cavalry
that is allowed to Fire may Fire in this Phase even if Charging.
Second Fire Phase Sequence
1) All Firing units and targets are selected.
2) All Fire is executed. Hits are applied.
3) Targets of Fire take a Morale Check
4) Retreats and Routs are carried out.
Interface
Any units eligible to perform Second Fire will be highlighted. Left click on a highlighted
unit. Every enemy unit eligible to be Fired at by this unit is then highlighted. Left click on a
highlighted enemy unit to make it the target of the Fire of the friendly unit just selected. A
Fire Marker will appear in the target’s hex, indicating that that unit is the target of Fire. When
finished with all Second Fire, click on the End Phase button. Then click on the targeted hexes
to view the results, or click on the “Auto-Resolve“ button.

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6.5 Assault Phase

The Assault Phase gives Active units the opportunity to engage the enemy more closely than
a standard Fire Phase. Cavalry Charges, designated during the Movement Phase, are also
carried out here. The following explains who can attack whom during the Assault Phase.
ŒŒ Active Infantry in Line Formation can assault every adjacent enemy units
that occupy their front hex(es). An Assaulting unit will attack all enemy-
occupied front hexes.
ŒŒ Charging Cavalry will attack every enemy-occupied front hex.
ŒŒ Units in Skirmish Order formation cannot initiate an Assault. They defend
in an Assault normally.
6.5.1 Assault Special Rules
Infantry may only Assault other Infantry or Artillery. Infantry may not Assault Cavalry.
All Assaults are considered to occur simultaneously. The Assault formula uses both Defender’s
and Attacker’s pre-Assault status to determine the results of Fire. Both Attackers and
Defenders conduct Assault Fire. Defenders automatically Fire at any units that Fired at it.
The Attacker gets NO Terrain modifiers when Fired at.
Artillery plays no part in an Assault unless it begins the Phase alone in a hex or finds itself
alone in a hex due to Retreat or Rout. In such cases the defending Artillery is eliminated.
(See section 9.2, Fire Combat, and section 7.2, Combat Against Artillery Units, for more
information regarding Artillery as a target of Fire/Assault.)

6.5.2 Assault Fire Phase Sequence


Infantry Assault vs. Infantry Sequence
1) Pre-Assault Morale Check, each side.
ŒŒ If either Infantry loses any Morale, take a Disruption Check.

2) Check for Retreat, Rout, and Advance.

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3) Conduct the Assault Combat. Each side Attacks the other.


4) Disruption Check for each side.
5) Post-Charge Morale Check for each side.
6) Check for Assaulting unit Retreat or Rout.
ŒŒ If the Assaulting unit Retreats or Routs, the Assault is over.

7) Check for target Retreat or Rout.


a. If the target unit Retreats or Routs, the Assaulting unit immediately Advances to occupy
the Infantry’s former location.

Cavalry Charge vs. Cavalry Sequence:


1) Charging Cavalry moves adjacent to its target.
2) If the target is an enemy mounted Cavalry unit in Line formation
and facing the Charging Cavalry, the target unit automatically
Counter-Charges the Charging unit. Both units are considered to
be Charging one another. If the target unit is not in Line formation
and/or is not facing the Charging unit, the target unit does not
Counter-Charge and inflicts no damage on the Charging unit.
3) Pre-Charge Morale Check, each side.
4) Check for Retreat, Rout, and Advance.
5) Conduct the Cavalry Charge Combat.
6) Disruption Check for each side.
7) Post-Charge Morale Check for each side.
8) Check for Charging Cavalry Retreat or Rout.
9) If all Charging Cavalry Retreats or Routs, the Charge is over.
10) Check for target Retreat or Rout.
11) If the target unit(s) Retreats or Routs, the Charging unit(s) Advances.

Cavalry Charge vs. Infantry Sequence


1) Charging Cavalry moves adjacent to its target.
2) If the target is an eligible unit, it takes a Square Check.
3) The target Assault Fires at the Charging Cavalry.

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4) Pre-Charge Morale Check, each side.


ŒŒ If the Infantry loses any Morale, take a Disruption Check.

5) Check for Retreat, Rout, and Advance.


6) Conduct the Cavalry Charge combat.
7) Disruption Check for each side.
8) Post-Charge Morale Check for each side.
9) Check for Charging Cavalry Retreat or Rout.
ŒŒ If the Cavalry Retreats or Routs, the Charge is over.

10) Check for target Retreat or Rout.


ŒŒ If the Infantry unit Retreats or Routs, the Cavalry unit Advances.

Interface
Any unit capable of Assaulting will be highlighted. Select a highlighted unit. Every hex he is
capable of Assaulting will be highlighted. Click on a hex and the hex(es) this unit will Assault
will be marked with Assault Markers. When finished designating all Assault Attacks, click the
End Phase button and then click on targeted hexes to view the results. You may also click the
“Auto-Resolve” button to automatically resolve all Assaults.

6.6 End of Action Phase


This is not really a Phase of the game, but merely a time when the end of a turn is checked.
Once a Leader’s Action Phase is over, if any other Leaders remain to be activated, then the
turn continues with the Command Phase. If all Leaders have taken a turn, or have failed
Activation, then play goes to the Withdrawal Phase.

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6.7 Withdrawal Phase


This Phase is handled entirely by the computer. Any Routed units will flee. Once this Phase
ends, play moves to the Bombardment Phase of the next turn.

6.7.1 Retreat, Rout, and Advance After


Combat
Effects of Morale and Disruption
Morale Level
0: Unit will Rout automatically.
<10: 90% chance the unit will Retreat if in an EZOC
10-20: 80% chance the unit will Retreat if in an EZOC
21-30: 60% chance the unit will Retreat if in an EZOC
31-40: 40% chance the unit will Retreat if in an EZOC
41-50: 20% chance the unit will Retreat if in an EZOC
>50: Unit will not Retreat/Rout
Disruption Level
100: Unit cannot move (it may “Recover” and “Disengage”). The unit
will not Charge
or Countercharge.
50-100: Unit cannot change formation.

6.8 Assault Phase Conclusion


ŒŒ If ALL defenders Retreat or Rout, and at least one Attacker remains
unretreated, then the Attacker immediately occupies the hex the Defender
vacated. If more than one hex was vacated, the Attacker may choose
which hex to advance into.
ŒŒ If ALL Attackers Retreat or Rout, then no further action is taken.
ŒŒ If ALL or BOTH SIDES would Retreat or Rout, then the unit(s) with the
highest Morale (judged on a unit-by-unit basis) remains where it is, and
the unit(s) with the lowest Morale Retreats or Routs normally. There is
no Advance.
ŒŒ If ALL units stacked with ARTILLERY Retreat or Rout, the Artillery is
immediately eliminated. (See section 7.2, Combat Against Artillery Units,
to learn more about Artillery alone in a hex during Assault.)

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6.9 Retreat
Any unit forced to Retreat retreats one hex if in an EZOC. A unit can only Retreat if it occupies
an EZOC. If it does not occupy an enemy ZOC, it does not Retreat. A unit generally Retreats
into one of its Rear hexes, but if blocked by EZOCs, it will Retreat into a front hex if necessary.
It retains its current facing. The unit takes the Disengagement Disruption check during its
Retreat. Artillery units never Retreat or Rout.

6.9.1 Retreat Restrictions


ŒŒ A unit may not retreat into an enemy ZOC.
ŒŒ If a unit cannot retreat due to Stacking or Enemy ZOCs, the unit routs
instead.

6.10 Rout
A Routed unit is moved automatically by the computer away from enemy units. A Routed
unit has no facing, no ZOC, and can move in any direction. It will continue to Rout until its
Morale Level is greater than 0. A Routed unit automatically assumes a Disruption level of
100. When the unit is Rallied (its Morale is greater than 0), it assumes a Disruption Level of
from 30-50.

6.10.1 Rout Restrictions


ŒŒ If a unit cannot Rout due to EZOCs, it is eliminated (i.e., it surrenders).
ŒŒ Routed units may not Fire or initiate Assaults.
ŒŒ A routed unit loses 10%-25% of its total strength each turn it Routs.
ŒŒ A Routed unit cannot move voluntarily. Routed units are completely
outside the player’s control.

7.0 Artillery
There are three types of artillery: Light (6 pdrs.), Medium (12 pdrs.), and Heavy (24 pdrs.).
The # pdrs listed are for historical comparison only.
Artillery may only fire when unlimbered and may only move when limbered. Artillery may
change facing while unlimbered, but a facing change is considered movement.

7.1 When Artillery Fire Takes


Place
ŒŒ During the Bombardment Phase. It may fire at any eligible target.

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ŒŒ During the Defensive Fire Phase. It may only fire at active units in its
ZOC.

Each Artillery unit may Fire once per each of the above Phases. An Artillery unit does not have
to be in Command to Fire.

7.2 Combat Against Artillery


Units
An Artillery unit will never take casualties when it is stacked. The unit it is Stacked with takes
all the damage.
When an artillery unit is alone in a hex, it is subject to damage due to Fire Combat and
Artillery Fire.
If an Assault of any type (Fire Assault, Cavalry Charge) is designated versus an Artillery
unit alone in a hex, the Artillery unit is eliminated without return Fire. No actual combat
takes place. (The Artillery unit would have had a chance to Fire during Defensive Fire and
at a greater range during Bombardment.) An Artillery unit is eliminated whenever a unit
designates an Assault against an Artillery unit alone in a hex, or when a stacked Artillery unit
is left alone in a hex due to the Retreat or Rout of stacked units during Assault Combat and
an attacking unit Advances into its hex.
Artillery units never Retreat or Rout.

8.0 Leader Casualties


Leaders may never be specifically targeted for any type of combat.
Whenever a unit(s) stacked with a Leader is targeted for any type of combat, there is a
chance the Leader will be eliminated.
When a Leader is alone in a hex, he is immediately eliminated when an enemy unit moves
into his hex.

8.1 Leader Elimination


When a Corps Leader is eliminated, he is replaced by his subordinate Command Leader with
the highest Command Rating. This Leader is “promoted” to become the new Corps Leader
for this corps. The promoted Command Leader is replaced by a Replacement Leader.
When the Overall Commander is eliminated, he is replaced by the Corps Leader with the
highest Command Rating. This leader is “promoted” to become the new Overall Commander
for the army. The promoted Corps Leader is replaced according to the rules stated above.

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This promoted Command Leader is replaced by a Replacement Leader. (If there is no Corps
Leader on the map when the OA is eliminated, the best Command Leader is promoted, and
this Command Leader is replaced by a Replacement Leader.
When a Command Leader is eliminated, he is replaced by a Replacement Leader.

8.2 Replacement Leaders


A Replacement Leader has the same attributes as the Leader he is replacing, except as
follows.
ŒŒ Rally Points: A replacement leader has the same number of Rally Points as
the leader he is replacing.
ŒŒ Command Rating: Determined randomly. May be higher than the leader
he is replacing.
ŒŒ Initiative: Determined randomly. Maybe higher than the leader he is
replacing.

When a Replacement Leader is called for, it is placed on the map in the hex of any subordinate
unit – preferably, but not necessarily, outside of all EZOCs. A Replacement Leader has
attached to him all of the subordinate units that were attached to the eliminated Leader at
the time of his demise.

9.0 Victory Conditions


Each side is awarded points for the possession of Victory Objectives. The Points awarded are
per side, per Objective. The same Objective may be worth a different number of Points to
each side; an Objective may be worth zero to one side but worth 10 to the other. Victory
Objectives and points are set during Scenario creation.

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The battle ends when the last turn has been played. The Points are added up and a winner is
declared. A side may win a “Decisive Victory,” a “Tactical Victory,” or a “Draw.” These levels
of victory are based the point differential of each side.
Battle Withdrawal Level: If the winning side has reached its Battle Withdrawal Level, its
Victory Level is lowered by one step from Decisive to Marginal or from Marginal to Draw.

10.0 Hidden Units


When no opposing units have a LOS to a unit, that unit is hidden to the other player. Use the
Artillery LOS rules to determine line of sight, with the following modifications.
ŒŒ Units can see through other units, friendly or enemy.
ŒŒ A unit at a higher elevation can see over and past towns, bldgs, woods,
and light woods at lower elevation.
ŒŒ Units’ view has unlimited range.

11.0 Terrain Effects and


Combat
The following chart shows the Movement Cost for a unit in any particular formation to
perform an Action or Move and the modifiers to combat for specific terrain:
- Terrain Effects Chart in back of this document -

Facing changes are made by units in March Column/Limbered formation at no cost on


Roads.
A Road negates the movement effects of other terrain in the hex for units in March Column/
Limbered formation moving along the Road.
Units in Skirmish formation do not take Disruption Checks for Movement, changing
formation, or facing.
River: Rivers can only be crossed at Fords and Bridges. No Assault can occur between hexes
separated by an unbridged, unforded River. Fire and Artillery combat occurs normally.
Sunken Road: The cost for entering a Sunken Road hex is for entering the hex through
a non-Road hexside. When entering through a Road hexside, the cost is per the Road
Movement Rate.
Defense: When firing upon a unit in the designated terrain type the Firing unit applies the
Defense Factor to his Fire Strength formula. The Defense Modifier applies to standard Fire
Combat, Assault Fire Combat, and Artillery Fire Combat, unless noted otherwise.

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Cavalry can only Charge units in Clear terrain. Cavalry can only Charge through Clear Terrain
and across Slope and Stream hexsides.
Hexside terrain that confers a defensive bonus is considered “owned” by the side whose
unit(s) first occupied the hex. Thus, when opposing units occupy either side of a stone all
hexside, only the unit that occupied the hex first receives the defensive bonus.

11.1 Fire Combat


The Fire Combat Results Table is consulted whenever a unit Fires during regular Fire Combat
or during Infantry Assault Combat (which includes Firing at Charging Cavalry during an
Assault Phase).
The sequence by which fire combat is conducted varies according to the current Fire Phase.

11.1.1 First and Second Fire Phase


Sequence
1) All firing units and targets are selected.
2) All fire is executed. Casualties are applied.
3) Target of fire takes a Morale Check.
4) Retreats and Routs are carried out.

11.1.2 Defensive Fire Phase Sequence


1) All firing units and targets are selected.
2) All fire is executed. Casualties are applied.
3) Target of fire takes a Disruption Check.
4) Target of fire takes a Morale Check.
5) Retreats and Routs are carried out.

11.1.3 Fire Combat Strength Formula


#men x Disruption x Morale x Target Mod x Attacker Mod x Quality x Terrain x Range Modifier
x Bn Guns = Fire Strength

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11.1.4 Fire Combat Strength Formula


Variables
#men: The number of men in the firing unit.
Disruption: The current disruption of the firing unit, as follows.
0 = 1.0 60 = .4
10 = .9 70 = .3
20 = .8 80 = .2
30 = .7 90 = .1
40 = .6 100 = 0
50 = .5
Formation of Target: This is the formation of the target, as follows.
ŒŒ Target is in Line Formation: 1
ŒŒ Target is in Column Formation: 3 (No Orientation Modifier)
ŒŒ Target is in Skirmish Formation: .5 (No Orientation Modifier)
ŒŒ Target is in Routed Formation: .5 (No Orientation Modifier)
ŒŒ Target is in Square Formation: 3 (Use Front Orientation)

Formation of Firing Unit: This is the formation of the Firing unit, as follows. A unit must
be in one of the following formations in order to Fire.
ŒŒ Firing Unit is in Line Formation: 1
ŒŒ Firing Unit is in Skirmish Formation: .5
ŒŒ Firing Unit is in Square Formation: .5

Orientation: This is the direction from which the target is attacked, as follows.
ŒŒ Target is being Fired at in Front: 1
ŒŒ Target is being Fired at in Flank: 2
ŒŒ Target is being Fired at in Rear: 3

Morale of Firing Unit: Modify the Fire Strength per the Firing unit’s current Morale.
ŒŒ Morale 70-100: 1.0
ŒŒ Morale 50-69: .66
ŒŒ Morale 1-40: .25

Quality of Firing Unit: Modify the Fire Strength per the firing unit’s Quality.

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ŒŒ Elite Guard: 1.25


ŒŒ Guard: 1.15
ŒŒ Elite: 1.05
ŒŒ Crack: 0.95
ŒŒ Veteran: 0.85
ŒŒ Regular: 0.75
ŒŒ Conscript: 0.65
ŒŒ Trained Militia: 0.55
ŒŒ Untrained Militia: 0.45
ŒŒ Rabble: 0.35

Range Modifier:
ŒŒ Long Range: .5
ŒŒ Effective Range: 1.0

Fire Modifier: This is the Fire Modifier given the infantry unit during scenario creation.
Bn Guns: Adds 0.05 per gun
Other Modifier:
ŒŒ Target is Cavalry: 1.5
ŒŒ Target is Artillery: .50

11.1.5 Target Morale Check


1) Generate a random number from 1 through 100.
2) Add the following modifiers to this number to get a final random number.
3) If the final random number is equal to or lower than the unit’s Quality
rating, there is no effect. The unit passes its Morale Check.
4) If the final random number is greater than the unit’s Quality
rating, the unit loses Morale Points. The number of Morale
Points the unit loses is equal to the amount by which the
final random number exceeds the unit’s Quality Rating.

Modifiers to Morale Check Random Number


ŒŒ +10 per hit taken this Phase.
ŒŒ Fired at in Flank: -30
ŒŒ Fired at in Rear: -40

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11.1.6 Target Disruption Check


1) Generate a random number from 1-100.
2) Add the following modifiers to this number to get a final random number.
3) If the final random number is equal to or lower than the unit’s Quality
rating, there is no effect. The unit passes its Disruption Check.
4) If the final random number is greater than the unit’s Quality
rating, the unit gains Disruption Points. The number of Disruption
Points the unit gains is equal to the amount by which the
final random number exceeds the unit’s Quality Rating.

Modifiers to Disruption Check Random Number


+10 per hit taken this phase. (+20 if Cavalry)

11.2 Infantry Assault Combat


Infantry Assault Combat uses the same procedure as outlined above in Fire Combat. In
addition to standard Fire Combat procedure, an Assault entails pre- and post-assault Morale
Checks.

11.2.1 Infantry Assault vs. Infantry


Sequence
1) Pre-Assault Morale Check, each side.
ŒŒ If either Infantry loses any Morale, take a Disruption Check.

2) Check for Retreat, Rout, and Advance.


3) Conduct the Assault Combat. Each side attacks the other.
4) Post-Charge Morale Check for each side.
5) Disruption Check for each side.
6) Check for Assaulting unit Retreat or Rout.
ŒŒ If the Assaulting unit Retreats or Routs, the Assault is over.

7) Check for target Retreat or Rout.


ŒŒ If the target unit Retreats or Routs, the assaulting unit
immediately advances to occupy the Infantry’s former location.

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11.2.2 Pre-Assault Morale Check


Prior to combat, both Infantry units take Morale Checks. For each side:
1) Generate a random number from 1-100.
2) Add the following modifiers to this number to get a final random number.
3) If the final random number is equal to or lower than the unit’s Quality
rating, there is no effect. The unit passes its Morale Check.
4) If the final random number is greater than the unit’s Quality
rating, the unit loses Morale Points. The number of Morale
Points the unit loses is equal to the amount by which the
final random number exceeds the unit’s Quality Rating.

Modifiers to the Target Pre-Assault Morale Check Random Number


ŒŒ Relative size of units (att : def)
a. 1:3 = +30
b. 1:2 = +20
c. 2:1 = -20
d. 3:1 = -30
ŒŒ Being assaulted in flank: -30
ŒŒ Being assaulted in rear: -20
ŒŒ In Skirmish Formation: -30
ŒŒ In Column Formation: -50
ŒŒ +1/2 current Disruption

Modifiers to the Attacker Pre-Assault Morale Check Random Number


ŒŒ Relative size of units (def : att)
a. 1:3 = +30
b. 1:2 = +20
c. 2:1 = -20
d. 3:1 = -30
ŒŒ Assaulting target in Flank: -30
ŒŒ Assaulting target in Rear: -20
ŒŒ +1/2 current Disruption (round up; e.g. 31 Disruption Points = 16)

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11.2.3 Disruption Check (Both Sides)


Each side takes a separate Disruption Check.
1) Generate a random number from 1-100.
2) Add the following modifiers to this number to get a final random number.
3) If the final random number is equal to or lower than the unit’s Quality
rating, there is no effect. The unit passes its Disruption Check.
4) If the final random number is greater than the unit’s Quality
rating, the unit gains Disruption Points. The number of Disruption
Points the unit gains is equal to the amount by which the
final random number exceeds the unit’s Quality Rating.

Modifier to Attacker Disruption Check Random Number


+ number of hits taken x10

Modifier to Target Disruption Check Random Number


+½ number of hits taken x10

11.2.4 Post-Assault Morale Check


Prior to combat, both the infantry units take Morale Checks. For each side:
1) Generate a random number from 1-100.
2) Add the following modifiers to this number to get a final random number.
3) If the final random number is equal to or lower than the unit’s Quality
rating, there is no effect. The unit passes its Morale Check.
4) If the final random number is greater than the unit’s Quality
rating, the unit loses Morale Points. The number of Morale
Points the unit loses is equal to the amount by which the
final random number exceeds the unit’s Quality Rating.

Modifier to the Target Post-Assault Morale Check Random Number


+10 per hit taken.

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11.3 Cavalry Charge Combat


11.3.1 Cavalry Charge Strength Formula
#men x Assault Modifier x Formation of Target x Disruption x Orientation x Morale Penalty x
Charge Range x Average Disruption of Target(s) = Total Charge Strength

11.3.2 Cavalry Charge Combat Strength


Formula Variables
#men: The number of men in the Cavalry unit.
Disruption: The current Disruption of the cavalry unit, as follows.
0 = 1.0 60 = .4
10 = .9 70 = .3
20 = .8 80 = .2
30 = .7 90 = .1
40 = .6 100 = 0
50 = .5
Formation: This is the formation of the target, as follows.
ŒŒ Target is in Line Formation: 1
ŒŒ Target is in Column Formation: 3 (No Orientation modifier)
ŒŒ Target is in Skirmish Formation: 3 (No Orientation modifier)
ŒŒ Target is in Routed Formation: 3 (No Orientation modifier)
ŒŒ Target is in Square Formation: 1 (Use Front Orientation)

Orientation: This is the direction from which the target is attacked, as follows.
If target is Cavalry:
ŒŒ Unit is charging in Target Front: 1
ŒŒ Unit is charging in Target Flank: 2
ŒŒ Unit is charging in Target Rear: 3

If target is Infantry:
ŒŒ Unit is charging in Target Front: 1
ŒŒ Unit is charging in Target Flank: 2
ŒŒ Unit is charging in Target Rear: 3

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Morale Penalty: If the Charging Cavalry unit has low Morale, apply the following
modifier.
ŒŒ Morale 41-50: .50
ŒŒ Morale 31-40: .40
ŒŒ Morale 21-30: .30
ŒŒ Morale 11-20: .20
ŒŒ Morale 1-10: .10
ŒŒ Morale 0: 0.0

Assault Modifier: This is the Assault Modifier given the Cavalry unit during scenario
creation.
Charge Range: The distance over which the attacking Cavalry unit Charged.
ŒŒ 1 hex: 1.0
ŒŒ 2 hexes: 1.2
ŒŒ 3 hexes: 1.3
ŒŒ 4 or more hexes: 1.4

Disruption of Target: Find the average Disruption rating of the units being attacked by
this charging cavalry unit and apply the following modifiers accordingly.
ŒŒ Disruption 100: 3.0
ŒŒ Disruption 70 99: 2.0
ŒŒ Disruption 50 69: 1.5
ŒŒ Disruption <50: 1.0

11.3.3 Cavalry vs. Cavalry Charge Combat


Cavalry Charge vs. Cavalry Sequence:
1) Charging Cavalry moves adjacent to its target.
2) If the target is an enemy mounted cavalry unit in line formation
and facing the charging cavalry, the target unit automatically
counter-charges the charging unit. Both units are considered to
be charging one another. If the target unit is not in line formation
and/or is not facing the charging unit, the target unit does not
counter-charge and inflicts no damage on the charging unit.
3) Pre-Charge Morale Check, each side.
4) Check for retreat, rout and advance.
5) Conduct the Cavalry Charge combat.

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6) Disruption Check for each side.


7) Post-Charge Morale Check for each side.
8) Check for charging cavalry retreat or rout.
ŒŒ If all charging cavalry retreats or routs, the charge is over.

9) Check for target retreat or rout.


ŒŒ If the target unit(s) retreats or routs, the charging unit(s) advances.

Pre-Charge Morale Check


Prior to combat, both the Charging Cavalry unit and the target of the charge take Morale
Checks. For each side:
1) Generate a random number from 1-100.
2) Add the following modifiers to this number to get a final random number.
3) If the final random number is equal to or lower than the unit’s Quality
rating, there is no effect. The unit passes its Morale Check.
4) If the final random number is greater than the unit’s Quality
rating, the unit loses Morale Points. The number of Morale
Points the unit loses is equal to the amount by which the
final random number exceeds the unit’s Quality Rating.

Modifiers to the Target Pre-Charge Morale Check Random Number


ŒŒ Relative size of units
a. 1:3 = +30
b. 1:2 = +20
c. 2:1 = -20
d. 3:1 = -30
ŒŒ Being charged in Flank: +50
ŒŒ Being charged in Rear: +30
ŒŒ In Skirmish Formation: +50
ŒŒ In Column Formation: +50
ŒŒ + ½ current Disruption

Modifiers to the Attacker Pre-Charge Morale Check Random Number


ŒŒ Relative size of units
a. 1:3 = +30

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b. 1:2 = +20
c. 2:1 = -20
d. 3:1 = -30
ŒŒ Charging target in flank: -20
ŒŒ Charging target in rear: -30
ŒŒ + ½ current Disruption

Disruption Check (both sides)


Each side takes a separate Disruption Check.
ŒŒ Generate a random number from 1-100.
ŒŒ Add the following modifiers to this number to get a final random
number.
ŒŒ If the final random number is equal to or lower than the unit’s Quality
rating, there is no effect. The unit passes its Disruption Check.
ŒŒ If the final random number is greater than the unit’s Quality rating, the
unit gains Disruption Points. The number of Disruption Points the unit
gains is equal to the amount by which the final random number exceeds
the unit’s Quality Rating.
Modifier to Disruption Check Random Number
+ number of hits taken x10.

Post-Charge Morale Check


Prior to combat, both Infantry units take Morale Checks. For each side:
ŒŒ Generate a random number from 1-100.
ŒŒ Add the following modifiers to this number to get a final random
number.
ŒŒ If the final random number is equal to or lower than the unit’s Quality
rating, there is no effect. The unit passes its Morale Check.
ŒŒ If the final random number is greater than the unit’s Quality rating, the
unit loses Morale Points. The number of Morale Points the unit loses is
equal to the amount by which the final random number exceeds the unit’s
Quality Rating.

Modifier to the Target Post-Charge Morale Check Random Number


+ number of hits taken x10.

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11.3.4 Cavalry vs. Infantry Charge Combat


Cavalry Charge vs. Infantry Sequence
1) Charging Cavalry moves adjacent to its target.
2) If the target is an eligible unit, it takes a Square Check.
3) The target Assault Fires at the Charging Cavalry.
4) Pre-Charge Morale Check, each side.
ŒŒ If the Infantry loses any Morale, take a Disruption Check.

5) Check for Retreat, Rout, and Advance.


6) Conduct the Cavalry Charge combat.
7) Disruption Check for each side.
8) Post-Charge Morale Check for each side.
9) Check for Charging Cavalry Retreat or Rout.
ŒŒ If the Cavalry Retreats or Routs, the Charge is over.

10) Check for target Retreat or Rout.


ŒŒ If the Infantry unit Retreats or Routs, the Cavalry unit Advances.

Pre-Charge Morale Check


Prior to combat, both the Charging Cavalry unit and the target of the charge take Morale
Checks. For each side:
ŒŒ Generate a random number from 1-100.
ŒŒ Add the following modifiers to this number to get a final random
number.
ŒŒ If the final random number is equal to or lower than the unit’s Quality
rating, there is no effect. The unit passes its Morale Check.
ŒŒ If the final random number is greater than the unit’s Quality rating, the
unit loses Morale Points. The number of Morale Points the unit loses is
equal to the amount by which the final random number exceeds the unit’s
Quality Rating.

Modifiers to the Target Pre-Charge Morale Check Random Number


ŒŒ Being charged in front: -20
ŒŒ Being charged in flank: +50

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ŒŒ Being charged in rear: +30


ŒŒ In Skirmish Formation: +50
ŒŒ In Column Formation: +50
ŒŒ In Square Formation: -50
ŒŒ + ½ current Disruption

Modifiers to the Attacker Pre-Charge Morale Check Random Number


ŒŒ Charging a target in front: +30
ŒŒ Charging target in flank: -30
ŒŒ Charging target in rear: -20
ŒŒ Target in Skirmish Formation: -30
ŒŒ Target in Routed Formation: -30
ŒŒ + ½ current Disruption

Disruption Check (Both Sides)


Each side takes a separate Disruption Check.
ŒŒ Generate a random number from 1-100.
ŒŒ Add the following modifiers to this number to get a final random
number.
ŒŒ If the final random number is equal to or lower than the unit’s Quality
rating, there is no effect. The unit passes its Disruption Check.
ŒŒ If the final random number is greater than the unit’s Quality rating, the
unit gains Disruption Points. The number of Disruption Points the unit
gains is equal to the amount by which the final random number exceeds
the unit’s Quality Rating.

Modifier to Disruption Check Random Number


+ number of hits taken x10.

Post-Charge Morale Check


Prior to combat, both the Infantry units take Morale Checks. For each side:
ŒŒ Generate a random number from 1-100.
ŒŒ Add the following modifiers to this number to get a final random
number.
ŒŒ If the final random number is equal to or lower than the unit’s Quality
rating, there is no effect. The unit passes its Morale Check.
ŒŒ If the final random number is greater than the unit’s Quality rating, the
unit loses Morale Points. The number of Morale Points the unit loses is
equal to the amount by which the final random number exceeds the unit’s
Quality Rating.

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Modifier to the Target Post-Charge Morale Check Random Number


+10 per hit taken.

11.4 Artillery Fire Combat


11.4.1 Sequence of Artillery Fire
1) Artillery fires at Target.
2) Target takes losses, Morale Check, and a Disruption Check.

11.4.2 Strength Formula


#guns x type factor x range factor x fire modifier x Terrain = Artillery Fire Strength

11.4.3 Artillery Strength Formula


Variables
#guns: The number of guns in the unit.
Fire Modifier: This is the Fire Modifier given the Artillery unit during scenario creation.
Type Factor: This is the type of gun in the unit.
ŒŒ Light: 2.5
ŒŒ Medium: 4
ŒŒ Heavy: 5

Range Factor: The range to the target.


Light guns:
ŒŒ Short Range: 50
ŒŒ Effective Range: 10
ŒŒ Long Range: 7

Medium guns:
ŒŒ Short Range: 50
ŒŒ Effective Range: 15
ŒŒ Long Range: 10

Heavy guns:
ŒŒ Short Range: 50
ŒŒ Effective Range: 20

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ŒŒ Long Range: 10

11.4.4 Modifiers to Artillery Strength


ŒŒ (++ Greatly benefits the attacker.)
ŒŒ (+ Mildly benefits the attacker.)
ŒŒ (-- Greatly benefits the target.)
ŒŒ (- Mildly benefits the target.)
ŒŒ Target in Square Formation: ++
ŒŒ Target in Skirmish Formation: --
ŒŒ Target hex has > 700 men: +
ŒŒ Target is Artillery: --
ŒŒ Target is Cavalry: +

11.4.5 Target Morale Check


ŒŒ Generate a random number from 1-100.
ŒŒ Add the following modifiers to this number to get a final random
number.
ŒŒ If the final random number is equal to or lower than the unit’s Quality
rating, there is no effect. The unit passes its Morale Check.
ŒŒ If the final random number is greater than the unit’s Quality rating, the
unit loses Morale Points. The number of Morale Points the unit loses is
equal to the amount by which the final random number exceeds the unit’s
Quality Rating.

Modifiers to Morale Check Random Number


ŒŒ +10 per hit taken this phase.
ŒŒ Fired at in Flank: +30
ŒŒ Fired at in Rear: +40

11.4.6 Target Disruption Check


ŒŒ Generate a random number from 1-100.
ŒŒ Add the following modifiers to this number to get a final random
number.
ŒŒ If the final random number is equal to or lower than the unit’s Quality
rating, there is no effect. The unit passes its Disruption Check.
ŒŒ If the final random number is greater than the unit’s Quality rating, the
unit gains Disruption Points. The number of Disruption Points the unit
gains is equal to the amount by which the final random number exceeds
the unit’s Quality Rating.

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Modifier to Disruption Check Random Number


+10 per hit taken this phase (+20 if Cavalry)

12.0 Scenario Editor


Creating your own scenarios is a 3-step process:
1) Create your map;
2) Create and deploy your troops; and
3) Define the Scenario Parameters.
4) The editor uses three menus and right clicking on
the game map to create a scenario.

12.1 Game Menu


New: Create a new scenario.
Open: Open an existing scenario.
Rescan Unit Graphics: See
section 10.6, Custom Graphics.
Save: Save the scenario with the present name.
Save As: Save the scenario with a new name.
Load/Save Component: Used to load/
save individual components of a scenario.
Each army and the map can be saved
separately to be used in multiple scenarios.
ŒŒ Army 1
ŒŒ Army 2
ŒŒ Field

Exit: Exit the editor to desktop.

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12.2 Info Menu


Change Battlefield Size: See
section 10.4, Creating a Map.
Toggle Hex Outlines: This menu
toggles on/off the hex overlay grid.
Game Parameters: See section 10.6
Description: See section 10.7
Switch Sides: This menu item will switch all
unit from side to side. It is included to assist
a designer in updating older scenarios.
Spread Formation: This feature
updates the unit graphics by
increasing the space between the
men by 30%. It is included for updating older scenarios.
Toggle Hex Names: Shows the hex names on the map
that are assigned in section 10.4, Making a Map.

12.3 Advanced Menu


Movement/DC Values: Used to set the
movement cost and disruption check modifier
for each type of unit moving through all terrain
types. More information is included in the built
in instruction panel in the chart.
Combat Hit Tables: These tables determine
the number of “hits” a unit received from fire,
bombardment, and assault combat. The value
is determined by comparing a 1-10 die roll
with the final combat value. The combat value
calculations are show in Section 9.
Defensive Terrain Combat Modifiers:
Used to set the modifiers for fire and assault
combat based on the defenders terrain
occupied.
Combat Target Modifiers: Used to set the modifiers for fire and assault combat based
on the defenders formation and situation.
Miscellaneous Combat Modifiers: User to set select combat modifiers.

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Miscellaneous Non-Combat Modifiers: Used to set miscellaneous variables used in


the game.
Scale Unit Movement: Used to adjust all unit movement point assignments. This is
valuable when changing the movement and time scale of a scenario.
Reset All to Default Values: Resets all movement, combat, and non-combat variables to
those saved in the Default files.

Variables will use the default files unless something is


changed and accepted with the advanced editor features.
Variables that are changed are saved with the scenario.

12.4 Creating a Map


When you first start the scenario editor program,
you are presented with a small blank map. The first
thing you should do is to define the size of your map
in hexes. Go the INFO menu and select “Change
Battlefield Size.”
Here, you can define the size of your map by entering
in the number of hexes the map is to be wide and the
number of hexes the map is to be high. For example,
entering 30x50 will make a map 30 hexes wide by 50 hexes high.
Now, right click on a hex. This brings up a menu
of choices, as follows:
Change Elevation: This works similarly to
Draw Terrain, only here you are changing the
elevation of hexes and not the terrain. Once
you select the desired elevation, click and hold
and run your mouse pointer over the hexes
whose elevation you would like to change. You
can also change hexes individually by clicking
on them.
Add Hex Sides: Allows you to add terrain
to a hexside. When your mouse cursor is over
“Add Hex Sides,” a list of available terrain types
will be displayed. Select the type of terrain
you would like to place on the hexside. Now,
whenever you left click on a hexside, that

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terrain type will appear there. To change hexside terrain, right click, select “Add Hex Sides,”
select a terrain type, and click where you want it.
Add Terrain: Allows you to place terrain in a hex. When your mouse cursor is on “Add
Terrain” a list of available terrain types will be displayed. Select the type of terrain you would
like to place on the map. Now, whenever you left click on a hex, that terrain type will appear
there. To change terrain types, right click on a hex, go to “Add Terrain,” select a terrain type,
and click where you want it.
Add Buildings: Allows you to place buildings in a hex. When your mouse cursor is on “Add
Buildings,” a list of available building types will be displayed. Select the type of building you
would like to place on the map. Now, whenever you left click on a hex, that building type will
appear there. To change the building type, right click on a hex, go to “Add Buildings,” select
a building type, and click where you want it.
Add Roads and Bridges: Allows you to place roads and bridges in a hex. When your
mouse cursor is on “Add Roads and Bridges,” a list of available road and bridge types
is displayed. Select the type of road or bridge you would like to place on the map. Now,
whenever you left click on a hex, that road or bridge type will appear there. You can draw
a road or bridge from any hexside by clicking on that hexside and dragging the mouse into
the hex. You can also click and drag to draw your road(s). To change the road or bridge type,
right click on a hex, go to “Add Roads and Bridges,” select a road or bridge type, and click
where you want it.
Add Forces: Select “Add Forces” to create and deploy units on the map. Simply left click on
a hex to place a unit there. To edit the unit, right click on the unit and choose “Edit.” You can
also, Move, Remove, and Copy units.
Add Objectives: Add Victory Objectives to the map. Left click on a hex to add a Victory
Objective to it. Right click on a Victory Objective to name it and to specify which side controls
it and its Victory value to each side.
Hex Names: To name a hex, select this option and left click on a hex. Then give the hex a
name. This name will appear on the map during play.
Hex Descriptions: This will place “battlefield monuments” on the map. These can be
viewed during play. We use them to describe the action that took place on certain parts of
our battlefields.
Cancel: Closes the menu.

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12.5 Creating Armies


To create a unit, right click on an
empty hex and choose “Add Forces.”
Now, left click on a hex and a unit
will be placed there. Right click on
the unit you’ve just created and
choose “Edit.”

12.5.1 Editing
Unit Stats
Review the unit descriptions given in
Section 4.0, Units, above. You can see
that the unit stats editor allows for a
wide variety of unit types.

12.5.2 Editing
Graphics Tab
You probably noticed that the first unit you created doesn’t look quite right. That’s because
you need to select the graphics that will be displayed for this unit. Select the “Graphic
Setup” tab. Here you can see a picture of your unit along with a number of text fields that
correspond to the individual soldiers that make up your unit. Each unit consists of a number
of soldiers (a number you set in the unit editor). For each of these soldiers, you have to select
a graphic. For example, if your unit has 8 soldiers, there will be 8 slots to fill with a graphics
file. Click on one of the slots and then scroll through the list of graphics files until you find
the one you want. Do this for all 8 slots.
Let’s say you are creating a Prussian infantry unit that is composed of 8 soldiers. For 7 of
the soldiers you could choose the graphic called “PrussianInfantryLine”. For the final soldier,
you might choose “PrussianInfantryFlagBearerRegimental”. This would create a unit of 7
identical soldiers and one soldier carrying the regimental banner. You can see how your unit
will look in the hex to the left. At the bottom of the screen, you can change formations and
facing to make sure it looks the way you want it to.

12.5.3 Copy Description


Just so you don’t have to tediously repeat the unit creation process for each and every
unit, we have included tools to make your life a little easier. Select the “Templates And
Description” tab and you will find two primary functions. The first is where you change the
stats and/or graphics of the current unit by copying them from any other unit on the field. To
do this, choose the unit you want to copy from, and then choose whether you want to copy

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the stats of that unit, the graphics of that unit, or both. Your current unit will be altered by
your selection.
The second part of the screen is where you can copy from a unit you have saved as a
template. You can always save a unit as a template and then use it anywhere on the field
in the same manner as described above. You can also save and load templates to be used
across different scenarios.
Finally, you can use the “Fun Facts” area to write about this unit. What you write here will
appear on the unit’s stats screen during play. This could be a Leader’s bio or a list of battles
this unit had fought it, or any other interesting fact about the unit.

12.5.4 Removing, Copying, and Moving


Units
In addition to editing a unit, you can also remove, copy, and move units already on the field.
To copy a unit, right click on the unit and select “Copy.” Then left click on a hex where you
would like to place a copy of this unit.

When you place a new unit, the editor will automatically


create a unit identical to the one you most recently edited.

To move a unit, right click on the unit and then left click on the hex where you want the unit
to be placed.

12.5.5 The OOB Display


The left hand side of the editor screen is occupied by the OOB (Order Of Battle) display. Here
you’ll find each unit you have created for each side. (You can also edit units from here by
right clicking on the unit names.) Before you finish your Army, you must set the subordination
of each unit to a Leader and each subordinate Leader to a higher level Leader. To make a
unit a Sub Unit of a Command Leader, drag and drop the unit name onto the name of the
Command Leader. You will see in the graphical display that the unit is now subordinated to
that leader. Do this for each unit. Then do the same thing for each Leader. Drag and drop your
Command Leaders on a Corps Leader, and the Corps Leaders on the Overall Leader.

Artillery units cannot be subordinated to any Leader.

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12.6 Setting Game Parameters


The final major step in creating your
own scenario is to set the Game
Parameters. Go to the Info menu and
select “Game Parameters.”

Name
The name of the battle.

Overview used in Scenario


Manager
This is a description of the battle of some other information about the battle that will give
players a quick assessment of what the battle is all about. What you enter here will show up
in the Scenario Manager at the start of the game.

Date
The day the battle takes place, e.g., June 18, 1757.

Number of Turns
The number of turns the battle will last. For example, if your turn length is 15 minutes, then
an entry here of 20 would equal 5 hours of time.

Each Hit Kills


Whenever a unit engages in combat it might suffer a number of “hits.” Set the range of
losses for each hit. In many of our battles, each hit equals the loss of 12-20 men. You can set
this to whatever you like.

Army Names
Every unit in the game is either on Side 1 or Side 2. This allows the scenario designer to edit
the name of Side 1 and Side 2, e.g., “Prussia” and “Austria.”

Withdrawal Level
Set the Withdrawal Level for each side. When that side has this % of its force left, all of their
Leaders’ Rally Points are halved. In this way, you can set the brittleness or overall Morale
state of each Army. In addition, at the end of the game, if the winning side has reached its
Battle Withdrawal Level, its Victory Level is lowered by one step from Decisive to Marginal
or from Marginal to Draw.

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Charge Disruption Modifier


This number is added or subtracted to a Cavalry unit’s Disruption Check for each hex of
Charge Movement. A positive number makes it more likely that a unit will fail its Disruption
Check, while a negative number makes is more like that a unit will pass its Check. You can
set these numbers of the basis of such factors as the Charge doctrine of the Army (in order to
discourage or encourage long charges) or historical performance of each side’s Cavalry.

Victory Points Needed for Decisive and Marginal Victory per Side
For each side, enter the number of VPs required for both Decisive and Marginal Victories.

AI Aggressiveness
You can set the aggressiveness of the computer player for each side. This will be used when
that side is controlled by the computer. This setting determines whether or not the computer
considers itself an Attack or a Defender. An AI Attacker is much more aggressive than an AI
Defender. The settings are:
ŒŒ Very Attack Prone: The AI is an Attacker if its side does not control all
Victory Points.
ŒŒ Attack Prone: The AI is an Attacker if the other side has 25% or more of
the VPs.
ŒŒ Neutral: The AI is an Attacker if the other side has 50% of more VPs.
ŒŒ Defense Prone: The AI is an Attacker if the other side has 75% or more
VPs.
ŒŒ Very Defense Prone: The AI is an Attacker only if the other side has ALL
the VPs.

12.7 Battle Description


You might also want to include a
description of your battle for viewing
during play. Go to the Info menu and select
“Description.” Write whatever description
you like, a battle narrative, timeline, or
whatever you wish. What you write here
will be displayed during the game when
the player selects “Description” from the
Action Panel.

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12.8 Scenario Creation Notes


These figures are not based on any specific unit or weapon type, but are useful as a guide
when creating scenarios. The designer can examine several different scenarios included in
the game to get a good feel for adjusting scale and unit/game attributes.
Fire: (0% to 1000%) 100 (this makes a unit anywhere from totally ineffective (0%) to ten
times as effective as another unit (1000%)
Assault: (0% to 1000%) 100
Morale check: (-100 to +100) 0 (> 0 is an advantage)
Movement Disruption: (-100 to +100) 0 (> 0 is a disadvantage)
Movement Points: 12 (this is for a 150 yards/hex scale) in line, a unit can move 450 yards
per 15 minute turn.
Effective Range: 1 (this is for a 150 yards/hex scale)
Long Range: 1 (this is for a 150 yards/hex scale) use 2 for 115 yards/hex and smaller
scales.
Charge: (0% to 1000%) 100 CAVALRY ONLY.
Quality: 1 to 10...standard range is 3-8.
Some scenarios have the Austrian units with Fire/Assault vales as 75, while the Prussians are
100. This makes the Prussians more effective man for man...with the ability to still set the
Quality Level per unit.
The values are not standard across all scenarios because they represent different scales and
were used to model different effects.
Terrain Types: Many terrain types have three levels of increasing “density.” For example,
there are Light Woods, Medium Woods, and Heavy Woods. The Movement cost, Disruption
Check modifier, and even the types of units and formations that can enter these terrain types
are unique. This provides for a large amount of flexibility for the designer to develop the
exact map features desired.

12.9 Custom Graphics


In order to take advantage of any graphics added to the game after installation, the user
must rescan the files after placing them in the Horse and Musket, Volume 1: Frederick the
Great folder. This can be done one of three ways:
1) Delete the UnitDefinitions.bin file (easiest but least intuitive).
The game or editor will then rescan the graphics folders and
create a new Unitefinitions.bin file when it is next started.

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2) In the editor, select “Rescan Unit Graphics” in the File Menu (standard user)
3) Add the file (with no text) RebuildUnitDefinitions.txt to \SupportFiles\Armies.

12.9.1 Individual Unit Portraits


ŒŒ In the editor under Unit Properties, Graphics tab can specify a TGA for
the unit
ŒŒ The TGA MUST be in or under the game directory
ŒŒ Can put it under a UnitPortraits folder, under the specific army folder,
etc.
ŒŒ If the file doesn’t exist on the machine, simply doesn’t show it
ŒŒ If the file DOES exist on the machine, it centers it on the left of the dialog,
overdrawing (hiding) the default generic portrait

12.9.2 Font
ŒŒ Change these lines to the .ini file:
FontName=Schwarzwald Regular
FontFileName=SCHWRZW.TTF
ŒŒ FontName is the name of the font, Arial, for example.
ŒŒ FontFileName is if you want to load in a file that isn’t already loaded onto
your system.
ŒŒ It must reside in the <GamePath>\SupportFiles\MainScreen\ folder

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12.9.3 Map and Interface Graphics


File Structure
Under the \SupportFiles folder, you’ll see these new folders containing these files:
\BattleFiles\Default\Audio - All the songs and sounds for a scenario
\BattleFiles\Default\Dialog - The various dialog boxes that appear during a games
\BattleFiles\Default\FieldImages - All the terrain and field graphics
\BattleFiles\Default\Interface - All the interface elements while playing a scenario
If you look in the GameParameters dialog of the scenario editor, you specify one or more
folders (comma separated). When the games needs one of the above image/audio files, it
checks each of the specified folders in turn for the file and eventually the Default folder,
where it’s guaranteed to find the file it’s looking for.
For example, in the editor let’s say you enter the folders “Prague,Winter” and the game
needs to load Buildings.tga.
The game will check these locations in order, loading the ones it first finds:
\BattleFiles\Prague\FieldImages\Buildings.tga
\BattleFiles\Winter\FieldImages\Buildings.tga
\BattleFiles\Default\FieldImages\Buildings.tga
This allows you to more easily add, pick and choose scenario specific graphics for a given
scenario. It also means you don’t have to worry about mis-typing a file (per the old way) or
what files the user has as it always finds the Default files (which are the summer files).

12.10 Music and Sounds


The music and sound effects in the game can be customized and provide for up to five
variations.
The game allows five variations of each sound to be specified, with the specific variation
randomly chosen each time the sound is played.
This is how it works. We’ll use the file Marching.wav as an example:
The game tries to load in each sound file, stopping when one is not found (so no skipping
numbers):
Marching1.wav
Marching2.wav
Marching3.wav

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Marching4.wav
Marching5.wav
If none is found, then the default Marching.wav is loaded.
When the game goes to play a sound, one of the loaded sounds is randomly picked and
played.
Like graphics, the sounds are searched in order of the folders specific. So you can have
Marching1-5.wav in the Default folder and Marching3.wav specified in the Spring folder and
it will load all five variations -1, 2, 4, 5, from Default and 3 from Spring.

13.0 Index
A
About Face 46 Cavalry Formations 40
Action Panel 19 Change Facing. See  Facing
Change; See  Facing Change
Action Phase 33
Charge 43
Actions
Move 37 Cold Steel 46
Activation Attempt Failure 32 Combat
Against Artillery Units 54
Artillery 26, 53 Artillery Fire 69
Artillery Fire Combat 69 Cavalry Charge 63
Artillery Formations 41 Fire 57
Infantry Assault 60
Assault Phase 49 Terrain Effects 56
Conclusion 52
Command/Activation Phase
B Interface 33
Command Turn Phase 29
Bombardment Phase 28

C D
Defensive Fire Phase 47
Cavalry 25
Charge 43 Deferment
Defer Activation 31
Cavalry Charge 63

- 81 -
Horse & Musket Volume 1

Disruption Game Start 12


Morale 52 General Game Concepts 20
Recovering 45
General Information Panel 18
Disruption Level 52
Graphics and General Interface 17
E
End of Action Phase 51
H
Hidden Units 56
End Of Turn 33

F I
Infantry 23
Facing Change 41
Infantry Assault Combat 60
Fallback Movement/Disengage-
ment 45 Infantry Formations 39
Fire Combat 57 Initiative 31
First Fire Phase 34 Internet Game 15

L
Formation Change 39
Formations
Artillery 41 Leader Activation
Cavalry 40 Command Phase 31
Infantry 39 Leaders 27
Casualties 54
G Command 29
Corps and OA Leader Activa-
Game Phases tion 32
Action Phase 21, 33 Elimination 54
Activation Phase 21, 32 Replacements 55
Assault Phase 22, 49
Bombardment Phase 21, 28 LOS
Command Phase 21 Line of Sight 20
Command Turn Phase 21, 29
Defensive Fire Phase 22, 47 M
End of Action Phase 22, 51
First Fire Phase 21, 34 Modifiers
Movement Phase 22, 35 Disruption 58
Second Fire Phase 22, 48 Formation of Firing Unit 58
Withdrawal Phase 22, 52 Formation of Target 58
Morale Check Random Number

- 82 -
Horse & Musket Volume 1

59 Scenario Editor 71
Orientation 58 Scenarios
Other Modifiers 59 Available Scenarios 11
Quality of Firing Unit 58
Range 59 Second Fire Phase 48
Move 37 Stacking 42
About Face 46 Starting the Game 12
Cold Steel 46
Facing Change 41 Subordinate Rating 30
Fallback Movement/Disengage- System Requirements 9
ment 45
Movement Disruption 38
Movement Restrictions 38
T
Retreat 53 Target Disruption Check 60
Retreat, Rout, and Advance After Terrain Effects and Combat 56
Combat 52
Rout 53 Turn and Phase Panel 18
Movement Phase 35 U
Movement Restrictions 38 Units 23
Artillery 26
P Cavalry 25
Panel Hidden 56
Action 19 Infantry 23
General Information 18 Leaders 27
Turn and Phase 18 Rally 36
Stacking 42
PBEM 14

R V
Victory Conditions 55
Rally 36
Rally Points 36
W
Retreat 53
Withdrawal Phase 52
Retreat, Rout, and Advance After
Combat 52 Z
Rout 53 ZOC
Zone of Control 20, 37, 39, 40,
S 41, 42, 53, 54

- 83 -
Horse & Musket Volume 1

14.0 Credits
Double Shot Design Matrix Games
Developer Executive Producer
Tim Coakley David Heath
Designer Associate Producer
David Erickson Erik Rutins
Programmer Art Director
Michael Cooney Marc von Martial
Unit & Terrain Art Box and Logo Design
Magnus Pettersson Marc von Martial
Betatesters Artists
Carl Rugenstein “CarlRugenstein;” David Marc von Martial, Nicolas Eskubi
Strebe “Strebe;” Rick Roberson “rick;” Manual Editing and Content
Martin Sabais “Sabreman 1966;” Rick Michael Eckenfels
Allen “MacDuff;” Scott Ludwig “1NWCG;”
Lee Pavlica “anvl;” Robert M. Peterson Manual Design and Layout
“Sulla05;” David Arnold “Arnivald;” Marc von Martial
Michael Sinnott “MikeSinn;” Greg Colman Sound and Music
“RedMike;” Ryan Murphy “Sertorius1;” Scott Cairns of SCA Studios
Tomasz Karpinski “PrinzHeinrich.”
Public Relations & Marketing
Sean Drummy
Production Assistant
Gregory Wilcox
Customer Support Staff
Daniel Heath, Alex Fiedler, Andrew Williams
Forum Administration
Andrew Williams, Marc von Martial,
Erik Rutins, David Heath, Paul Vebber
Quality Assurance Lead
Erik Rutins
Our Strength
We thank God for giving us the
ability and strength to complete this
project and follow our dream.
We would also like to thank our families
and friends for giving us their non-stop
love and support during this project.

- 84 -
Line
Line
Line

Open
Open
Open
Leader
Combat Modifier

Square
Square
Square

Routed
Routed

Column
Column
Column
Assault Fire Infantry Move Cavalry Move Artillery Move L
clear 100% 100% 2 4 3 x 5 2 4 3 x 5 2 12 x x 2
medium woods h 60% 60% 5/2 7/2 6 x 8 6/2 9/2 9 x 9 8 x x x 6
medium woods s 60% 60% 5/2 7/2 6 x 8 6/2 9/2 9 x 9 8 x x x 6
marsh 90% 90% 5/1 7/1 6 x 8 7/1 9/1 8 x 9 x x x x 4
light woods h 80% 80% 4/1 6/1 5 x 7 5/1 7/1 6 x 7 6 x x x 4
water 100% 100% x x x x x x x x x x x x x x x
vineyard 90% 90% 3 5/1 4 x 6 3 5/1 4 x 6 3 x x x 3
field 90% 90% 2 4 3 x 5 2 4 3 x 6 3 x x x 3

- 85 -
soft ground 100% 100% 3 5 4 x 6 5 7 6 x 7 7 x x x 3
rough/rocks 50% 50% 4/1 6/1 5 x 7 6/1 8/1 7 x 8 x x x x 3
brush 90% 90% 3 5/1 4 x 6 3 5/1 4 x 6 3 x x x 3
Horse & Musket Volume 1

light woods s 80% 80% 4/1 6/1 5 x 7 5/1 7/1 6 x 7 6 x x x 4


heavy woods s 40% 40% 6/3 8/3 7 x 9 7/3 x x x x x x x x 8
heavy woods h 40% 40% 6/3 8/3 7 x 9 7/3 x x x x x x x x 8
orchard 90% 90% 3 5/1 4 x 6 3 5/1 4 x 5 3 x x x 3
swamp 80% 80% 7/2 9/2 8 x 9 x x x x x x x x x 6
town 50% 50% 4/1 6/2 3 x 7 4/1 6/2 3 x 6 4 x x x 3
village 75% 75% 4 5/1 3 x 6 4 5/1 3 x 6 4 x x x 3
Line
Line
Line

Open
Open
Open
Leader
Combat Modifier

Square
Square
Square

Routed
Routed

Column
Column
Column
Assault Fire Infantry Move Cavalry Move Artillery Move L
wooden fort 25% 25% 4 4/2 3 x 5 4 4/2 3 x 6 4 x x x 3
stone fort 20% 20% 4 4/2 3 x 5 4 4/2 3 x 6 4 x x x 3
building 90% 90% t t t x t t t t x t t x x x t
compound 50% 50% 4 4 3 x 5 4 4 3 x 6 4 x x x 3
city 50% 50% 4/2 7/3 3 x 7 4/2 7/3 3 x 7 4 x x x 3
river side 100% 100% x x x x x x x x x x x x x x x
stream side (ford) 80% 100% +2/1 +2/1 +2 x +1 +2/1 +2/1 +2 x +1 +2 x x x +1
stream side 75% 100% +6/2 +6/2 +6 x +1 +6/2 +6/2 +6 x +1 x x x x +1

- 86 -
wooden bridge side 50% 100% +2/1 x x x +1 +2/1 x x x +1 +2 x x x +1
stone wall side 50% 80% +3/1 +3/1 +3 x +1 +3/1 +3/1 +3 x +1 x x x x +1
embankment side 75% 100% +4/1 +4/1 +4 x +1 +4/1 +4/1 +4 x +1 x x x x +1
Horse & Musket Volume 1

hedge side 80% 80% +2/1 +2/1 +2 x +1 +2/1 +2/1 +2 x +1 x x x x +1


wooden bridge side 50% 100% +2/1 x x x +1 +2/1 x x x +1 +2 x x x +1
river side (ford) 80% 100% +2/1 +2/1 +2 x +1 +2/1 +2/1 +2 x +1 +2 x x x +1
pontoon bridge side 50% 100% +2/1 x x x +1 +2/1 x x x +1 +2 x x x +1
stone bridge side 50% 100% +2/1 x x x +1 +2/1 x x x +1 +2 x x x +1
high wall 20% 50% x x x x x x x x x x x x x x x
cliff side 100% 100% x x x x x x x x x x x x x x x
Line
Line
Line

Open
Open
Open
Leader
Combat Modifier

Square
Square
Square

Routed
Routed

Column
Column
Column
Assault Fire Infantry Move Cavalry Move Artillery Move L
ditch side 80% 100% +2/1 +2/1 +2 x +1 +2/1 +2/1 +2 x +1 x x x x +1
fence side 80% 90% +2/1 +2/1 +2 x +1 +2/1 +2/1 +2 x +1 +2 x x x +1
treeline side 80% 80% +2/1 +2/1 +2 x +1 +2/1 +2/1 +2 x +1 x x x x +1
fallen tree side 80% 80% +3/1 +3/1 +3 x +1 +3/1 +3/1 +3 x +1 x x x x +1
trench 30% 30% +3/1 +3/1 +3 x +1 +3/1 +3/1 +3 x +1 x x x x +1
redoubt 40% 40% +4/1 +4/1 +4 x +1 +4/1 +4/1 +4 x +1 +4 x x x +1
road cross 100% 100% t t t x t t t t x t t x x x t
sunken road cross 100% 100% t t t x t t t t x t x x x x t

- 87 -
improved road cross 100% 100% t t t x t t t t x t t x x x t
elevate road cross 100% 100% t t t x t t t t x t x x x x t
wood bridge cross 50% 100% t t t x t t t t x t t x x x t
Horse & Musket Volume 1

stone bridge cross 50% 100% t t t x t t t t x t t x x x t


pontoon cross 50% 100% t t t x t t t t x t t x x x t
path cross x x t t t x t t t t x t t x x x t
trail cross x x t t t x t t t t x t t x x x t
track cross x x t t t x t t t t x t t x x x t
road x x 1 t t x t 1 t t x t 1 x x x 1
sunken road x x 2 t t x t 2 t t x t 2 x x x 1
Line
Line
Line

Open
Open
Open
Leader
Combat Modifier

Square
Square
Square

Routed
Routed

Column
Column
Column
Assault Fire Infantry Move Cavalry Move Artillery Move L
improved road x x .5 t t x t .5 t t x t .5 x x x .5
elevated road x x 2 t t x t 2 t t x t 2 x x x 1
long wooden bridge x x 4/1 x 3 x x 4/1 x 3 x x 4 x x x 1
long stone bridge x x 4/1 x 3 x x 4/1 x 3 x x 4 x x x 1
long pontoon bridge x x 4/1 x 3 x x 4/1 x 3 x x 4 x x x 1
path x x 2.5 t t x t 2.5 t t x t t x x x 1
trail x x 1.5 t t x t 1.5 t t x t 1.5 x x x 1
track x x 2 t t x t 2 t t x t t x x x 1

- 88 -
elevation side 75% 75% +2/1 +2/1 +2 x +1 +2/1 +2/1 +2 x +1 +2 x x x +1
Change Formation x x 4/1 4/1 4/1 4/1 x 4/1 4/1 4/1 x x 4 4 x x x
Change Facing x x 2 2 +0 x x 2 2 2 x x 2 2 x x x
Horse & Musket Volume 1

Fall Back x x +6/3 +6/3 +3 x x +6/3 +6/3 +3 x x x x x x x


About Face x x 6/3 6/3 4 x x 6/3 6/3 4 x x x x x x x
stack x x 0/1 0/1 0/1 x 0/1 0/1 0/1 0/1 x 0/1 0/1 x x x x
cold steel x x x +4 x x x x x x x x x x x x x
Disengage x x +10 +10 +4 x x +10 +10 +4 x x x x x x x
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RESPECT TO THE SOFTWARE PROGRAM RECORDED ON CD OR DISKETTE OR THE GAME
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USE OF THIS PRODUCT IS SUBjECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT AND LIMITED WARRANTY
© 2009 Matrix Publishing, LLC. and BOKU Strategy Games. All Rights Reserved. Matrix Publishing, LLC. and Matrix Publishing, LLC. logo are trademarks of
Matrix Publishing, LLC. and Horse and Musket Volume 1 - Frederick the Great™ is a trademark of Matrix Publishing, LLC. and BOKU Strategy Games. All other
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