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Eries Ules: Avalanche Press
Eries Ules: Avalanche Press
5.52 A reserve Leader assigned in this way becomes a 6.2 Leaders in Combat.
Subordinate Leader reporting to the Leader of the Forma- If one or more Leaders occupy the same area as units
tion to which he’s assigned. All units under him become attacking or defending in an Assault or Cavalry Charge,
part of the Formation he joins. the highest-ranking Leader (Army Commanders out-
rank Formation Leaders, and Formation Leaders outrank
5.53 Each player may make only one Reserve assignment Subordinate Leaders, owning player’s choice if two or
die-roll per turn. If the die-roll result for a reserve assign- more Leaders of equal rank occupy the same area) in each
ment attempt is greater than the Headquarters’ Initiative, involved area adds his Tactical Rating to the total Combat
the player may not assign any Leaders or units to Forma- Strength of the units in the area (exception: 6.23). He adds
tions that turn. it just once – if there are multiple units present, he does
not add his rating to each unit’s strength. No more than
5.54 A Reserve Leader may only be assigned to an exist- one Leader per area may add his rating, even if more than
ing Formation that has lost its previous Leader. A player one is present.
8 © Avalanche Press Ltd. —War of the States
6.21 A Leader may add no more than the total strength of 6.41 Artillery Leaders with their modifier circled may add
combat units in the same area as the Leader and involved one to the Movement Allowance of any one unattached
in the combat. artillery unit they accompany during a move.
Example: The Confederate player attacks with a division 6.42 Leader modifiers for artillery are not cumulative. The
with a strength of three and General Lee, with a tactical maximum bonus is always +1.
rating of 4. Lee may only add three to the attack for a total
of six. If the division had a strength of four or more, Lee 6.5 Staff Officers.
could add four to the attack. In some scenarios, one or both players will have Staff Of-
ficers assigned to their headquarters. Staff Officers must
6.22 When attacking, a Formation Leader may only add remain with the Headquarters or Army Commander until
his tactical rating to units of his Formation. Attacking designated as a replacement Leader (16.2).
Subordinate Leaders may only add their tactical ratings to
the units actually under their command (not other units in
7.0 STACKING
the same Formation). Army Commanders may add their
More than one unit may occupy an area at the same
tactical ratings to any attacking friendly units. Any Leader
time. This is called “stacking.” Only a certain number of
may assist defending units.
Strength Points (SPs) may occupy a single area at one
time. Stacking limitations apply at all times. Units may
6.23 Cavalry Leaders.
never enter areas containing one or more enemy units.
Subtract two from the tactical rating of Cavalry Leaders
(those with a horse symbol) stacked only with infantry
and/or artillery units. This cannot reduce a Leader’s tacti- 7.1 Limitations.
cal rating to less than zero. Each area on the map has a specific stacking limit. This is
the maximum number of SPs that may occupy the area at
one time. Headquarters and Leaders do not count against
6.3 Leader and Headquarters Casualties. stacking limits. Tactical Ratings (6.2), Morale (10.0) and
When units in an area containing a Leader suffer one or
Morale Superiority (10.2) have no effect on stacking.
more Step Losses in combat (from Bombardment, As-
sault or Cavalry Charge), the owning player rolls two dice
for each Leader present. On a result of 12 or more, the 7.2 Stacking Limits.
Leader is eliminated from play. Add one to the result for Most areas can only contain one Division at a time. An
each Step Loss after the first that was inflicted on units area with a circled number may contain that many Divi-
within the area during the current phase (not since the sions. The following lists the maximum number of SPs
beginning of the game), and one if the Leader is activated that may be present in a single area:
and participating in a Cavalry Charge (11.0). If a Leader
survives but all units with him are eliminated, move him • Normal area.
to the nearest area containing a friendly unit, determined Maximum: 15
by movement point cost (enemy player’s choice if more Dense (see 7.3): 11 and up
than one friendly unit is nearest). No more than one Division may occupy the area.
Figure A
9.32 Both roads and trails negate the effects of area and Example: At Solferino, two 6-8 French brigades assault
boundary terrain for purposes of movement and tracing a single Austrian 5-6 brigade. The French player rolls 14
command (as long as movement and command follows dice: 12 for the strength of the two brigades, plus two for
the road or trail, 4.2), but not for combat purposes. the difference in French and Austrian Area Morale.
9.33 A unit may follow both a road and a trail during the 10.21 If the attacker assaults a defender from multiple
same Movement Segment. areas, then his Area Morale is considered to be the highest
single Area Morale among all areas containing attacking
9.34 A unit may not use the road movement rate or any units.
benefits of road or trail movement to enter an area adja-
cent to an enemy unit. 10.22 If the defender has higher Area Morale than ALL
attacking areas, then he uses the difference between his
9.4 Bridges and Fords. area’s morale and the highest Area Morale among the at-
Bridges (that is, any point at which a road or trail crosses tackers to determine if extra dice are rolled.
a river or stream) allow road or trail movement across
river and stream boundaries at no extra MP cost. Cross- 10.23 The number of extra dice gained for superior morale
ing at a ford costs one additional MP. Attacking across a may not exceed the unit’s total strength after modifying
bridge reduces the strength of the attacking units by 50%, for terrain, enfilade combat etc. Add the extra dice AFTER
or by the reduction amount caused by the river or stream applying all firepower modifiers (see 18.2).
boundary (whichever is greater, see Terrain Effects Chart).
All other effects are those of the boundary crossed by the Example: If two French 2-6 cavalry regiments charge a
bridge or ford. lone 3-3 Austrian infantry brigade and don’t suffer any
Step Losses from defensive fire, they gain three extra dice
10.0 MORALE for Morale Superiority. But, if they were assaulting the
The second number on a unit’s playing piece is its Mo- infantry unit, they would only gain two extra dice. This is
rale Value. Morale affects combat (11.0, 10.2, 15.2) and because cavalry have their combat strength halved in As-
a unit’s ability to retreat in lieu of taking combat losses sault Combat (14.41), and the Morale Superiority bonus
(14.6). cannot exceed the modified combat strength of the higher-
morale units. The cavalry units have their combat strength
halved to 2, and therefore gain two more dice for superior
10.1 Area Morale.
morale (for four dice total), even though their area morale
Each area containing units has a Morale Value for combat
is three greater than the infantry brigade’s area morale.
purposes. The Morale Value of an area is that of the larg-
est division there (the one that currently has the greatest
number of Steps, not necessarily the greatest Combat 11.0 CAVALRY CHARGES
Strength; use the higher Morale Value in case of a tie). Active cavalry units may charge enemy units during the
Note that attached artillery increases a Division’s morale Charge Segment.
by one (count the Steps of any attached artillery toward
the Division’s size). If no Division is there, use the aver- 11.1 Direction and Range.
age morale of the units there (round any fraction up). Add If cavalry units begin their action phase adjacent to enemy
one to Area Morale if a Leader is present in the area and units, they may not charge the adjacent units. Target units
an additional one if a Leader present in the area has a Tac- must lie exactly two areas away from the cavalry’s start-
tical Rating of 4 or more (the Leader must be the Forma- ing area. Cavalry may not “back up and charge” in the
11.11 The intervening area must be empty of all units. 11.5 Losses.
Every hit on an area causes a unit there to lose one Step.
11.12 Unless allowed by special rules, all units conducting The owning player chooses which units lose Steps, but no
a charge must originate in the same area. unit may lose two Steps from a single attack (or defense)
until every unit in that area has lost one Step. No unit may
11.13 Charging cavalry may not enter a town, village, lose three Steps until every unit in the target area has lost
swamp, slope or hill. two, and so on (exceptions: 11.52).
11.14 Diagonally adjacent areas are open for charges only 11.51 The first Step Loss taken in a charged area must be
if both of the following apply: from a Division if one is present (not from any artillery
attached to it). Attached artillery counts as a separate unit
• Both areas flanking the diagonal boundary are free of all for this purpose, and may absorb additional Step Losses
units (enemy AND friendly). separately from the Division to which it is attached.
• Neither area flanking the diagonal boundary contains ter- 11.52 A player is not required to assign any losses to an
rain the unit may not enter (see Terrain Effects Chart) and artillery unit until all other non-headquarters units in the
through which it may not charge (11.8). area have been eliminated.
B) The Defending Player totals the strength of all units 11.6 Charge Repelled.
in the target area plus the tactical Leadership of any one If a charge does not eliminate more than half the defend-
defending Leader present and any extra dice for Morale ing units’ Strength Points (not counting any increases for
Superiority (10.2). Leader Tactical Ratings or Morale Superiority), OR if the
defenders’ fire inflicts more Step Losses on the charging
C) The defending player rolls a number of dice equal to cavalry than the defenders suffer themselves, then the
the target area’s strength. On a result of 6 (no modifiers charge is repelled.
apply) a hit is achieved.
11.61 If the charge is repelled, all charging cavalry units
D) After the charging cavalry take any losses (11.5) must retreat back to the area from which they initiated the
inflicted by the defenders, the attacking player totals the charge, and then move one more area further away from
strength of all surviving charging cavalry and adds the the target units (so they end up three areas away from
tactical rating of the highest-ranking Cavalry Leader pres- them). The target units do not retreat.
ent plus any extra dice for Morale Superiority.
11.62 If the charge is repelled, surviving defending units,
E) The attacking player rolls a number of dice equal to including artillery, may fire on the charging cavalry a sec-
the charging units’ total modified strength. On a modified ond time. Repeat Steps B and C of the charge procedure
result of 6 a hit is achieved on the defending units. (11.2). Repelled cavalry do not get to return fire.
14.0 ASSAULT 14.32 A Division may not fire at enemy units that lie in its
Assault combat occurs between adjacent opposing units rear areas, either offensively or defensively. It may fire at
during the Assault Segment. Only active units may initi- units in its flanking areas (at 50 percent strength), but only
ate an assault, and (unless noted otherwise in the special if no enemy units occupy its frontal areas (8.1, 8.3).
rules) only infantry units and any attached artillery may
attack. The active player is the attacker and his or her 14.33 A unit may not “split” its strength to attack more
opponent is the defender. Attacking is always voluntary: than one area during the same assault.
all, some or no active units in an area adjacent to enemy
units may elect to attack. However, defending is required: 14.34 A single enemy-occupied area may only be at-
all units in an area attacked by the active player must fire tacked once per Assault Segment, but may be attacked by
back (unless prohibited by facing, 8.31). Each attack on as many active units as can be brought to bear from the
a given enemy-occupied area is a separate assault. Each adjacent areas.
area may only be assaulted once per assault segment, but
active units in multiple areas adjacent to the same target 14.4 Cavalry, Artillery and Headquarters in As-
area may all attack in one combined assault in the same saults.
Assault Segment (the attacking units need not all occupy
areas adjacent to one another, just to the target area). 14.41 Cavalry.
Unless special rules state otherwise, cavalry may not
14.1 Procedure. attack in the Assault Phase. Cavalry that defend in the
In an assault, both the attacking and defending units fire, assault phase have their combat strengths halved (round
and each side’s fire takes effect simultaneously. The at- fractions up).
tacker totals the strengths of all attacking units and applies
modifiers for unit type (14.41), terrain (see Terrain Effects 14.42 Artillery.
Chart) and enfilade combat (8.3). He then adds bonuses Independent artillery (12.1) may not attack in assaults,
for Morale Superiority (10.2) and the Tactical Rating of but may defend against assaults. Independent non-horse
16 © Avalanche Press Ltd. —War of the States
artillery may not retreat, and is eliminated if all other units less than the morale value, the units retreat and cancel one
in the same area with it Retreat (15.3). Attached artillery or two Step Losses. Units that are Out of Command may
may attack and defend in assaults. not elect to Retreat.
15.12 Restrictions.
14.52 A player is not required to assign losses to artil- • If units Retreat, ALL units in the area they occupy must
lery until all other units in the same area with it (other Retreat (exceptions: light cavalry retreating before combat
than Headquarters) have been eliminated. A player is not 15.2, independent non-horse artillery 15.3).
required to assign losses to a Headquarters until all other • All units retreating out of the same area must Retreat to
units in the area with it are eliminated. the same area (they may not split up).
• A unit may not Retreat into an area it would not be al-
14.6 Stand or Retreat. lowed to enter during movement (see TEC).
When up to three Step Losses are inflicted in an Assault, • A unit may not Retreat to a diagonally-adjacent area.
the player suffering them may attempt to Retreat (15.1) all • A unit may not Retreat to an area from which enemy
of his or her units in the area suffering them to cancel one units attacked it in the current battle, even if the enemy
Step Loss. If four or more Step Losses are inflicted in an units retreated or were eliminated.
Assault, the player suffering them may attempt to Retreat • A unit that is forced to Retreat twice in the same Action
all of his or her units in the area suffering them to cancel Phase is eliminated (exception, Pursuit 11.7).
two Step Losses. If more than one Step Loss was inflicted,
those additional losses are still inflicted on the affected 15.13 Leaders and Headquarters.
unit(s). The attacker must announce his or her choice first. A retreating unit may enter an area that contains only
If a player wishes to Retreat, he or she rolls one die. If the enemy Leaders and/or Headquarters. Move those Leaders
result is greater than the Area Morale (10.1) of his or her and/or Headquarters to the closest area containing enemy
units involved in the combat, the units remain in place and combat units (retreating player’s choice if multiple areas
do not cancel any Step Losses. If the result is equal to or qualify).