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Series Rules

Index 9.2 Movement Allowances


1.0 Introduction 9.3 Roads and Trails
Definitions 9.4 Bridges and Fords
2.0 Components 10.0 Morale
2.1 Playing Pieces Avalanche 10.1 Area Morale
2.2 Map Press 10.2 Morale Superiority
2.3 Scale 11.0 Cavalry Charges
2.5 Charts, Tables and Scenario Book 11.1 Direction and Range
3.0 Sequence of Play 11.2 Procedure
4.0 Command 11.3 Heavy Cavalry Modifier
4.1 Exerting and Tracing Command 11.4 Enfilade Combat
4.2 Command Radius 11.5 Losses
4.3 Blocked Radius 11.6 Charge Repelled
4.4 Unit Command 11.7 Forced Retreats and Pursuits
4.5 Leader and Headquarters Command 11.8 Limitations
and Initiative 12.0 Artillery
4.6 Out of Command Formations and 12.1 Independent Artillery
Units 12.2 Attached Artillery
4.7 Reserve and Unassigned Leaders and 12.3 Combat
Units 13.0 Bombardment
4.8 First Turn Command 13.1 Procedure
4.9 Loss of Army Commander or Head- 13.2 Modifiers
quarters 13.3 Losses
5.0 Activation 13.4 Restrictions
5.1 Initiative 13.5 Target Priority
5.2 First Activation 13.6 Range
5.3 Second and Subsequent Activations 13.7 Line of Sight
5.4 Activating Headquarters 13.8 Voluntary Retreat
5.5 Assigning Reserves 13.9 Combined Fire
5.6 Eliminated Leaders 14.0 Assault
6.0 Leaders 14.1 Procedure
6.1 Leader Movement 14.2 Die Roll Modifiers
6.2 Leaders in Combat 14.3 Restrictions
6.3 Leader and Headquarters Casualties 14.4 Cavalry, Artillery and Headquarters
6.4 Artillery Leaders in Assaults
6.5 Staff Officers 14.5 Losses
7.0 Stacking 14.6 Stand or Retreat
7.1 Limitations 15.0 Retreats and Advances
7.2 Stacking Limits 15.1 Retreat
7.3 Dense Stacking 15.2 Light Cavalry Retreat before Com-
7.4 Divisions bat
7.5 Unit Conformation 15.3 Artillery in Retreat
7.6 Putting Things On Top of Other 15.4 Headquarters
Things 15.5 Advances
7.7 Movement and Stacking 16.0 Recovery
7.8 Artillery Fire and Stacking 16.1 Recovery Procedure
8.0 Facing 16.2 Leader Replacement
8.1 Front, Rear and Flank 17.0 Reinforcements
8.2 All Around Facing 18.0 Terrain
8.3 Enfilade Combat 18.1 Multiple Terrain Types
8.4 Multiple Divisions 18.2 Firepower Modifiers
9.0 Movement 19.0 Artillery Ammunition
9.1 Procedure All Contents © 2012, Avalanche Press™, Ltd.
1.0 INTRODUCTION Division: Any unit portrayed on a “long” playing piece,
War of the States and War of the Empires are two whether it’s called a division or a brigade. Unless noted in
related series of games based on battles which took place the special rules, all divisions are infantry units.
during middle of the Nineteenth Century. Both series use Formation: All units belonging to the same Forma-
this common set of game rules. Players take the roles of tion Leader or Headquarters. Some Formations contain
the army commanders. Subordinate Leaders who are under the command of the
Formation Leader, and all units reporting to a Subordinate
Each section of the rules is numbered, and paragraphs Leader belong to his Formation. Units activate (5.2) by
within each section are identified by a second number, like Formation.
this: 2.2. When that paragraph contains subsections, they In and Out of Command: Units that are “In Command”
are identified like this: 2.24. may move and fire normally. Units that are “Out of Com-
mand” suffer several restrictions (see 4.6).
When the rules refer to another, related paragraph, they Inactive Player: The player who is not currently conduct-
will have the number identifying that rule included paren- ing an Action Phase.
thetically, like this: (2.2). Initiative Rating: The second number on a Leader piece,
and the only number on Headquarters pieces. Higher num-
Some games in the series also include special rules ap- bers are better. An Army Commander’s or Headquarters’
plicable only to that game. These are found in the game’s initiative equals how many Formation Leaders he or it
scenario folder or booklet. may place In Command if they’re within his or its Com-
mand Radius (4.2). High Initiative helps Army Command-
If playing either Gettysburg or Chickamauga & Chat-
ers activate Formation Leaders before enemy Leaders can
tanooga (issued with a previous edition of these rules),
activate (5.2). High Initiative makes it easier for Forma-
ignore the first number (Command Radius) on Leader
tion Leaders and Subordinate Leaders to place themselves
pieces.
In Command when necessary (4.53). Players roll against
their Headquarters’ Initiative to assign reserve or unas-
Definitions. signed units and Leaders to Formations (5.5).
Active Player: The player who is currently conducting an Leader: Leaders have two numbers: a Tactical Rating and
Action Phase (3.0, part 6). an Initiative Rating. Most Leaders command units. The
Active Units: All units that are part of the currently acti- Army Commander is a Leader as well.
vated Formation. Long Unit: Any unit portrayed on a rectangular rather than
Area: A numbered section of the map. Units and Leaders square playing piece.
move from area to area like squares on a chessboard. Morale Rating: The second number on a unit. It is an
Army Commander: The Leader who commands all other expression of a unit’s cohesion and experience. Higher
Leaders on his side, and sometimes troops of his own. numbers are better (10.0).
Artillery Leader: A Leader who may assist bombarding Movement Allowance: The maximum number of move-
artillery (13.2). Artillery Leaders do not command Forma- ment points (MPs) a unit may expend per turn to move.
tions. Each type of unit has a standardized Movement Allow-
Brevet Leader: A Leader promoted to replace a lost Subor- ance (9.2). It costs varying MPs to enter areas and cross
dinate Leader (16.22). boundaries with different terrain, or to move along trails
Combat Strength: The first number on a unit. This repre- and roads (see Terrain Effects Chart and 18.1).
sents the unit’s strength when attacking and defending, Range: The maximum distance in areas at which artillery
expressed in terms of Strength Points. may fire (13.6).
Command Radius: Each Leader and Headquarters (except Remnant: When a “long” division piece suffers enough
Artillery Leaders) has a Command Radius (4.2). This is losses (11.5, 13.3, 14.5), it is replaced by a small piece
the distance from himself over which a Leader may place called a Remnant. Remnants are not Divisions and may
units under his command In Command, the distance over not recover lost Steps (16.1).
which an Army Commander or Headquarters may place Seniority: Some game functions are limited to the senior
Formation Leaders In Command, and the distance over Leader present. The Army Commander is senior to all oth-
which a Formation Leader may place Subordinate Lead- er Leaders. Formation Leaders are senior to Subordinate
ers In Command. A Leader or Headquarters’ Command Leaders. When Leaders of the same grade are present, the
Radius is equal to his/its Movement Radius (4.21). owning player chooses which one influences the action.
Diagonally Adjacent: Map areas are diagonally adjacent if Steps: Infantry units and some cavalry and artillery are
their common border is just a single point, with no straight represented at several strength levels. Each level is called
border at all between them.

2 © Avalanche Press Ltd. —War of the States


a Step. Steps can be lost in combat. When a unit takes 2.11 Divisions/Brigades.
a Step Loss, flip it to its back side or replace it with the The “long” pieces are infantry divisions in War of the
piece showing the next lowest Step. Unless scenario States games, and infantry brigades in War of the Em-
special rules state otherwise, set up each unit at its highest pires games (a European brigade was about the same size
strength level. as an American division). For clarity’s sake, all are called
Strength Points: A unit’s combat strength; higher numbers “divisions” in the game rules. Units reduced to Remnants
are stronger. are no longer Divisions for rules purposes. A line running
Subordinate Leader: A Leader who reports to a Forma- the length of the playing piece points to where the unit’s
tion Leader. Subordinate Leaders trace a chain of com- flanks are for purposes of facing (8.1) and enfilade combat
mand to their Formation Leader (4.1) and may be placed (8.3).
In Command by their Formation Leader if they’re within
his Command Radius (4.2). If a Subordinate Leader is All series rules references to “divisions” should be under-
outside his Formation Leader’s radius or if his Formation stood to apply equally to brigades.
Leader is Out of Command, the Subordinate Leader can
roll against his own Initiative to put himself In Command 2.12 Artillery.
(4.53). Each Subordinate Leader and the units under his Artillery units have pictures of cannons and crew, and
command are part of the Formation commanded by the sometimes horses (in the case of horse artillery). Heavy
Subordinate Leader’s Formation Leader. artillery units have circles surrounding their combat
Tactical Rating: The first number on a Leader piece. He strengths. Each artillery unit’s range is equal to the num-
adds this number to the total Combat Strength of units in ber of triangles printed on the unit. Note that horse artil-
the same area with him (6.2). lery units are artillery, not cavalry.
Units: Cavalry, Infantry and Artillery pieces. Every unit
has a Combat Strength and a Morale Rating. Headquarters 2.13 Cavalry.
and Leaders are not units. Cavalry units have pictures of men and horses. There are
two types: Heavy (battle cavalry) and Light (all others).
2.0 COMPONENTS Heavy cavalry have a circle surrounding the Combat
Strength on their pieces.
2.1 Playing Pieces.
Most of the playing pieces represent Leaders and units
2.14 Leaders.
that took part or could have taken part in the campaign.
Most Leader pieces have two numbers: Tactical Rating
A unit’s Formation designation indicates the higher level
and Initiative Rating. Artillery Leaders (6.4) have one
command to which the unit belongs.
number, which is always “+1.” Cavalry Leaders have
horse heads on their pieces.
Infantry Division
2.15 Headquarters.
Corps
Division Headquarters units act like Army Commanders, in that
Unit Name they may place Leaders In Command if those Leaders are
Step within the Headquarters’ Command Radius (4.2). Head-
quarters have just one number: Initiative. A Headquarters’
Combat Morale Initiative equals how many Leaders the Headquarters can
Strength put In Command (4.5). Headquarters can assign Reserve
Artillery or Unassigned units to Formations in the Reinforcement
Phase (5.5). Headquarters units have no combat strength
Range and are eliminated when they suffer one Step Loss (6.3).
(# of colored
triangles) 2.2 Map.
The map is divided into numbered areas that define units’
Combat Morale Leader positions like squares on a chessboard. The Terrain Effects
Strength Chart (TEC) explains the effects of various map features

Initiative Name on movement and combat.
Tactical
Formation 2.3 Scale.
Each turn represents approximately one hour of time

War of the Empires ­— © Avalanche Press Ltd. 3


during daylight, and two hours at night. Each inch on lowing actions with his or her active units, in the order
the map represents approximately 300 meters. In War of shown:
the States, each infantry strength point (SP) represents
approximately 500 men, each cavalry SP approximately A. Cavalry Charge Segment.
400 mounted men and each artillery unit represents about Active, In-Command cavalry units and Cavalry Leaders
four guns. In War of the Empires, each infantry strength may charge (11.0) enemy units.
point equals about 750 men, and each cavalry strength
points equals about 600 mounted men. Each artillery unit B. Artillery Segment.
represents four to nine guns. First, active artillery units may attach to, or detach from,
divisions in the same area with them (12.2). Then active,
2.4 Charts, Tables and Scenario Book. unattached, in-command artillery (even those that just
The game includes charts and tables necessary for play. detached this segment) may bombard enemy units (13.0).
The scenario instructions describe starting positions and
special rules, and the reinforcement schedule indicates C. Movement Segment.
which units enter play during the game. Active units and Leaders (including any artillery that
attached in the Artillery Segment) that did not charge or
bombard this turn may move (9.0).
3.0 SEQUENCE OF PLAY
After selecting a scenario and choosing sides, each player
D. Assault Segment.
sets up his or her units as indicated in the scenario in-
Active infantry, attached artillery, cavalry and Leaders
structions, Facing (8.0) in any direction desired. Some
that didn’t charge this turn and that are In Command may
units enter play as Reinforcements (see 17.0 and scenario
Assault (14.0) enemy units.
instructions). Keep them off the map until they arrive.
No unit or Leader may attack more than once per turn.
War of the Empires and War of the States are played
However, units may defend as often as necessary.
in a series of turns. Each turn has a varying number of
phases. Each phase must be conducted in the order shown:
7. Second Activation Phase.
The Second Player now attempts to activate his or her
1. Weather Phase.
Formations.
Players determine any applicable weather effects for the
turn, per the game’s special rules.
8. Second Action Phase.
The Second Player may conduct the actions described in
2. Reinforcement Phase.
Step 6 with his or her active units.
Players place on the map any Reinforcements (17.0) that
arrive this turn, per scenario rules. They may also roll
9. Third and Subsequent Activation and Action Phases.
against the Initiative Ratings of their headquarters to try to
When the Second Player finishes his Activation Phase,
assign Unassigned or Reserve units to Formations (5.5).
the First Player tries to activate any of his Formations that
haven’t activated yet this turn, and takes an Action Phase
3. Command Phase.
with each one that does activate. Players keep alternat-
Each player determines the Command status (4.0) of his
ing and activating Formations until all Formations have
or her units. Players may attempt to place Formations that
activated, or both players fail on consecutive activation
are Out of Command, In Command (4.5).
attempts (5.3).
4. Initiative Phase.
9. Recovery Phase.
The players determine which player is the First Player
Both players attempt to recover Step Losses of divisions
(5.1) for this turn.
that are far from the enemy (16.1). They may also assign
Staff Officers or Brevet Leaders (16.22) to Formations
5. Activation Phase.
whose Leaders have been killed, or to reinforcements with
The First Player attempts to activate his or her Formations
no Leader.
(5.2). If more than one Formation is activated, all ac-
tive Formations must conduct the activities of the Action
10. New Turn.
Phase at the same time.
Flip Out of Command Leaders to their front sides and
start with the next turn’s Weather Phase.
6. Action Phase. The First Player may conduct the fol-

4 © Avalanche Press Ltd. —War of the States


4.0 COMMAND Example: A Leader is located in an area containing a
Units may move and fight normally if they are placed In road. The road begins in his area and extends to the east
Command by their Leaders. Leaders may direct units to for ten areas. His movement radius on the road is there-
move and fight if they are placed In Command by their fore eight areas, since he has a Movement Allowance of 4
Army Commander (or Formation Leader if they are Sub- and it costs 1/2 MP to enter each connected road area.
ordinate Leaders), or if they are placed In Command on
their own. In the Command Phase, both players determine Only clear terrain lies in all other directions from the
which units and Leaders are In Command or Out of Com- Leader except west. The Leader’s off-road Movement
mand. Radius in all directions except west is four areas. Only
woods areas lie to his west, with no roads or trails. His
4.1 Exerting and Tracing Command. movement radius to the west is therefore two areas, be-
Command emanates from Army Commanders and Head- cause it costs two MPs to enter each woods area.
quarters. Each Army Commander and Headquarters exerts
command over its side’s Formation Leaders, and each If there were an enemy unit on the road three areas to
Army Commander usually exerts Command over a For- the east of the Leader, his Movement Radius on the road
mation of his own (4.42). Each Formation Leader exerts would be blocked after two areas. He can then trace the
Command over all Subordinate Leaders under him, plus Movement Radius off the road, “counting around” the
all units in his Formation that are not under the control enemy unit if desired (using his three remaining MPs) and
of Subordinate Leaders. Each Subordinate Leader exerts possibly reaching the road again if there is an unblocked
command over the units assigned to him. See the game’s path back to the road that costs three MP or less. If he has
Order of Battle card for which units and Leaders fall any MPs left at that point, he can trace Movement Radius
under which Leaders’ Command. Each Formation Leader farther down the road at 1/2 MP per area until he runs out
can receive Command from his Headquarters or his Army of MPs.
Commander, subject to the Army Commander or Head-
quarters’ Initiative (4.5). Unless the special rules state 4.23 In the Command Phase, start by checking whether
otherwise, an Army Commander or Headquarters may not each Formation Leader is within his Army Commander or
“bypass the chain of command” to exert Command over a Headquarters’ Command Radius. Each one within Com-
Subordinate Leader who has a different Formation Leader. mand Radius may be placed In Command by the Army
Commander or Headquarters (exception: 4.51). Each
Formation Leader who is outside his Army Commander or
4.2 Command Radius. Headquarters’ Command Radius must make an initiative
Each Army Commander, Headquarters and Leader has a roll to place himself In Command (4.53). So must each
Command Radius equal to his Movement Radius (4.21). Subordinate Leader who is outside his Formation Leader’s
This determines whether such Leaders can place the units Command Radius.
and Leaders they lead In Command. In effect, if a Leader
on horseback could move to a unit’s location this turn, he Example: Benedek is the Austrian Army Commander.
may also send it orders via dispatch rider. Austrian Leaders currently on the board are Gablenz and
Leopold. Only Gablenz is within Benedek’s radius, so
4.21 A unit’s Movement Radius is the distance in areas Gablenz can be put In Command by Benedek but Leopold
(counted in Movement Points) from its starting location cannot. The Austrian player must roll against Leopold’s
that it could theoretically move in any given direction this Initiative Rating to see if he is In Command.
turn, without exceeding its Movement Allowance (9.2).
Command Radius may be traced through diagonally adja- 4.24 Once Command is determined for Leaders, check to
cent areas. see whether each unit is within the Command Radius of
the Formation Leader or Subordinate Leader command-
4.22 While all Leaders have a Movement Allowance of 4, ing it. Each unit that is within its Leader’s radius can be
terrain and area boundaries can reduce Movement Radius, placed In Command by that Leader if the Leader himself
while roads can increase it, and enemy units and impass- is In Command. Each unit that belongs to an Out-of-
able terrain can block it. A unit’s Movement Radius may Command Leader or that is outside its Leader’s Command
therefore be greater in one direction and less in another, Radius is Out of Command for the rest of the turn.
depending on terrain etc. in those directions. Use cavalry
movement costs to determine the movement radius of Example: Gablenz is In Command and has two brigades
Leaders and Headquarters (see Terrain Effects Chart). in his Formation. During the Command Phase, only one

War of the Empires ­— © Avalanche Press Ltd. 5


of Gablenz’s two brigades is within his Command Radius. selves In Command (4.53). The same applies to a Head-
The brigade within Gablenz’s radius is In Command, and quarters putting Formation Leaders In Command.
the other is Out of Command for the rest of the turn.
4.52 Leaders outside their Army Commander’s or Head-
4.25 When tracing Command Radius, count the area oc- quarters’ Command Radius may not be placed In Com-
cupied by the Leader or unit to be commanded, but not mand by the Army Commander or Headquarters. They
the area containing the Headquarters or Leader exerting must roll against their own initiatives to put themselves In
Command. Command (4.53). The same applies to Subordinate Lead-
ers who are outside their Formation Leader’s Command
4.3 Blocked Radius Radius, or whose Formation Leaders are currently Out of
Leaders and Headquarters may not trace Command Ra- Command.
dius through areas or boundaries that they could not enter
or cross (areas with impassable terrain or enemy units). 4.53 Once each player has determined which of his Lead-
Therefore an enemy unit can cut off friendly units and ers must try to put themselves In Command, the player
Leaders from their own Leader’s Command Radius, if rolls one die against each Leader’s Initiative Rating. In
“counting around” the enemy unit puts the friendly unit or each case, if the result is less than or equal to the Leader’s
Leader outside the Leader’s movement radius. Initiative Rating, he is In Command. If the result is greater
than his Initiative Rating, he is Out of Command. Flip Out
of Command Leaders to their “Out of Command” sides
4.4 Unit Command.
for the rest of the turn. All units under their command
4.41 Units are In Command if they lie within the Com-
will also be Out of Command for the turn. Note that if a
mand Radius of the Formation Leader or Subordinate
Formation Leader fails his initiative roll but a Subordi-
Leader commanding them, who must himself be In Com-
nate Leader under him makes his initiative roll, then the
mand. Units outside their Leader’s Command Radius are
Subordinate Leader and the units under him will be In
Out of Command (exception, see 4.8). A unit’s command
Command, while the Formation Leader and the rest of the
status is determined in the Command Phase (3.0), and
Formation will be Out of Command.
stays the same for the rest of the turn even if it moves into
or out of its Leader’s Command Radius.
4.54 An Army Commander may not “bypass the chain of
command” to place a unit In Command. Units are only In
4.42 Units are often under the direct command of the
Command if their own Formation or Subordinate Leader
Army Commander, who acts as those units’ Formation
is In Command.
Leader. If a Formation starts the game without a Leader,
the Army Commander acts as its Leader unless the Head-
4.55 If a Headquarters unit is outside the Command Radi-
quarters assigns a Staff Officer or Brevet Leader (16.22)
us of its Army Commander, then the Headquarters’ Initia-
to be its Formation Leader (16.2).
tive Rating is reduced by one. If a Headquarters’ original
Army Commander is killed, this reduction is permanent.
4.5 Leader and Headquarters Command and
Initiative. 4.56 An Army Commander’s Initiative Rating is increased
During the Command Phase, each Army Commander by one if he occupies the same area as his Headquarters.
may place a number of friendly Formation Leaders equal
to his Initiative Rating In Command, as long as they are 4.6 Out of Command Formations and Units.
within his Command Radius. Each Headquarters may do Formations and units that are Out of Command may be
the same. Army Commanders and Headquarters units are activated, but they may not enter areas adjacent to enemy-
always In Command. Players never roll against initiative occupied areas. They may remain in place if they start
to put them In Command. Subordinate Leaders who report their activation adjacent to enemy units (they are not re-
to In-Command Formation Leaders are automatically quired to retreat). Their Movement Allowance is reduced
In Command as long as they are within their Formation by one (but never to less than one). They may not attack,
Leader’s Command Radius (4.2). but may defend normally. If they take Step Losses, they
may not elect to retreat instead (14.6).
4.51 If the number of Formation Leaders within an Army
Commander’s Command Radius is greater than the Army
4.7 Reserve and Unassigned Leaders and Units.
Commander’s initiative, then the player must choose
In some scenarios, some Leaders and units start the game
which of them to put In Command, and which of them
as part of a Reserve, or as “Unassigned units.” Each such
will have to roll against their own initiatives to put them-
6 © Avalanche Press Ltd. —War of the States
unit may not be Activated (5.2) until it is assigned to a of Formations (usually corps) that the player may activate.
Formation (5.5). Once a Leader or unit is assigned, it be- When a Formation activates it may conduct an action
comes a part of the Formation to which it is assigned, and phase (see 3.0, Step 6). The owning player may move all
activates when that Formation activates. Such units are its units, and may fight with those of its units that are In
automatically In Command on the turn they’re assigned, Command. When a Formation is done activating, turn all
even if they start that turn outside their new Formation Leaders in it sideways to show that no units or Leaders in
Leader’s Command Radius, or if their new Formation the Formation can activate again in the same turn.
Leader is Out of Command that turn. On later turns they
must follow normal command rules. Example: The French player is the First Player. He rolls a
1 against Bazaine’s initiative of 3, so he may activate two
4.8 First Turn Command. Formations. He picks one Formation, activates it, may
Unless scenario rules say otherwise, all Leaders and units move all its units and Leaders, and may attack with all of
are automatically In Command on the first turn of all sce- its in-command units. After the first Formation is done
narios (they made battle plans the night before) or on the activating, he may activate the second one.
turn they enter play as Reinforcements (even if they have
no Leader with them at the time, 17.0). On the second turn 5.21 If the die-roll result is equal to the Army Command-
onward, they must follow normal command rules. er’s initiative, the player may activate one Formation.

5.22 If the die-roll result is greater than the Army Com-


4.9 Loss of Army Commander or Headquarters.
mander’s initiative, the First Player may activate no
In a few scenarios, if an Army Commander is eliminated
Formations at the moment. The Second Player rolls to
the opposing side wins immediately. If not, he may be
activate instead and the First Player may try to activate
replaced by whichever Leader is specified in scenario
Formations again after the Second Player is done activat-
special rules. See rule 5.62 for activating Formations after
ing whichever of his Formations can activate.
an Army Commander is eliminated.
5.23 A player may not “pass.” He or she must activate the
If a Headquarters is eliminated, then for the rest of the
number of Formations the activation roll indicates (5.2). If
game all of that army’s Leaders (except the Army Com-
the activation result is greater than the number of unacti-
mander) must roll against initiative to be placed In Com-
vated Formations remaining, he or she must activate all
mand. Also, that army may not assign any more Reserve
remaining unactivated Formations.
or unassigned units to Formations (5.5), nor may it assign
any Staff Officers to replace eliminated Leaders (Brevet
Units and Leaders are not required to move or fight when
Leaders may be assigned normally, 16.22). Eliminate all
they activate. However, units and Leaders may only
Staff Officers who are in the same area with the Head-
activate once per turn, whether they do anything when
quarters when it is eliminated.
activated or not.

5.0 ACTIVATION 5.24 If a player fails to activate any Formation (either


Just like pre-20th-century army commanders, players are by failing the activation die-roll or because he or she has
not always able to move and fight with all of their units. already activated all of his or her Formations), and the op-
The ability of units to do so is determined by a process posing player immediately thereafter fails to activate any
called “activation.” of his or her Formations (for one of the same reasons),
then all activations for the turn are done. Move on to the
5.1 Initiative. Recovery Phase.
To determine who goes first at the start of a turn, each
player rolls one die and adds his Army Commander’s ini- Example: The Federal player is the First Player. He rolls
tiative to the result. The player with the higher total result the die with a result of 6. His army commander, Meade,
chooses which player will attempt to activate his or her has an initiative of 5. The Federal player may activate no
Formations first (roll again if there is a tie). Formations. The Confederate player rolls the die with a
result of 5. His army commander, Lee, has an initiative of
5.2 First Activation. 4. The Confederate player may activate no Formations,
The First Player rolls one die and subtracts the result from and the Activation Phase ends with both players beginning
his Army Commander’s Initiative Rating (see 5.21 if the the Recovery Phase.
result is 0 and 5.22 if negative). The result is the number

War of the Empires ­— © Avalanche Press Ltd. 7


5.3 Second and Subsequent Activations. may not create a new Formation through assignment of
When the First Player finishes activating all the Forma- Reserve Units and Leaders.
tions allowed by his activation die-roll, the Second Player
attempts to activate Formations by rolling against his own 5.55 Unless the game or scenario special rules state oth-
Army Commander’s Initiative. Players alternate making erwise, a Reserve Leader may be assigned to any existing
activation die-rolls until all their Formations have been Formation on the map (he does not need to be within the
activated, or they fail consecutive activation attempts. Command Radius of the Army Leader or Headquarters).
If one player has activated all his Formations, the other
player continues making activation attempts until he or 5.6 Eliminated Leaders.
she has activated all of his or her Formations or he or she 5.61 Formation Leaders and Subordinate Leaders.
fails an attempt. If he or she fails to activate a Formation, In a given turn, if a Formation Leader or Subordinate
all activations for the turn end. Leader is eliminated before he activates, then the units
under his command may not conduct an Action Phase that
5.4 Activating Headquarters. turn (they can’t move or attack). Replace the eliminated
A Headquarters is a Formation, and must be activated to Leader with a new Leader in the Recovery Phase (16.2).
move. The Army Commander is the Headquarters’ Forma- The new Leader may activate his units normally on future
tion Leader, per the Order of Battle cards. turns.

5.5 Assigning Reserves. 5.62 Army Commanders.


During the Reinforcement Phase of each turn, if a player If an Army Commander is eliminated, the owning player
has a Headquarters on the board and also has Reserve or may attempt to activate his as-yet-unactivated Forma-
Unassigned Leaders or units that are in the Headquarters’ tion Leaders in the current turn, using the eliminated
Command Radius, he may attempt to assign one such Army Commander’s initiative minus one. He may assign
Leader or unit to a Formation of his choice. To do so, he a new Army Commander in the Recovery Phase, using
rolls against the Headquarters’ Initiative. If the result is any Leader(s) specified in the scenario instructions. If the
less than or equal to the Headquarters’ Initiative, he may Army Commander is killed before activating, his Forma-
assign one leaderless Reserve or Unassigned unit to a tion may not activate this turn.
Formation, or he may assign one Reserve Leader plus all
units under that Leader’s command to a Formation. Units 6.0 LEADERS
and Leaders may be assigned to any Formation desired, Each regular Leader has two ratings: Tactical and Initia-
unless scenario rules say otherwise. Once a unit or Leader tive. Each Artillery Leader has one number: +1.
is assigned to a Formation, it belongs to that Formation
for the rest of the game. Note all such assignments (make
6.1 Leader Movement.
written notes).
All Leaders have a Movement Allowance of 4 (9.2).
5.51 Newly assigned units and Leaders are automatically Leaders may move when their Formation is activated. An
In Command on the turn they’re assigned. They may Army Commander may move when any Formation in his
move and fight normally when their new Formation acti- army activates (5.2), but he may only move once per turn.
vates. On future turns they must follow normal command Leaders move using cavalry movement costs (see the Ter-
rules (4.0). rain Effects Chart).

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.

A Headquarters is treated as a normal unit for combat • Circle 2 area.


purposes, except that it has no Combat Strength and is Maximum: 21
eliminated if it takes one Step Loss. The owning player Dense: 13 and up.
is not required to assign any losses to a Headquarters No more than two Divisions may occupy the area.
until all other units in the area with the Headquarters are
destroyed. • Circle 3 area.
Maximum: 25
Dense: 15 and up.
6.4 Artillery Leaders. No more than three Divisions may occupy the area.
Artillery Leaders have a single value, (+1). When an Artil-
lery Leader occupies an area with bombarding artillery
• Town.
(no matter the Formation to which they belong), add one
Maximum: 12
to the result of all bombardment die-rolls for those units.
Dense: N/A
No more than one, two or three Divisions may occupy the
area (per number indicated on the map).
War of the Empires ­— © Avalanche Press Ltd. 9
7.3 Dense Stacking. Division may not use road movement (9.3) when entering
If an area contains Strength Points equal to or greater than an area already containing another Division.
its “dense” rating, add one to the die-roll result for Bom-
bardments against that area. 7.8 Artillery Fire and Stacking.
Only four Strength Points of artillery may Bombard from
7.4 Divisions. a single area at one time.
Divisions (defined as all “long” pieces) may never enter
an area containing another Division unless the area has 8.0 FACING
a circle with the number “2” or “3” in it, indicating the Facing is the direction toward which the front of a Divi-
number of Divisions that may occupy the area. Divisions sion is pointing. Facing affects combat (14.0), but not
entering such an area already containing a Division must movement (9.11; exception 9.3). When a Division moves,
stop. The unit must be Faced (8.0) so that it conforms the moving player may change its facing before or after it
(7.5) to the area without overlapping the other Division. It moves, but not both (exception 9.11). The owning player
may move normally during its next activation. may change the Facing of units that Advance (15.5) or Re-
treat (15.1) as well. When setting up the game, the owning
player determines unit facing.
7.5 Unit Conformation.
A unit must fit inside an area’s boundaries or it may not
enter the area. A Division may not be placed so that it 8.1 Front, Rear and Flank.
overlaps into an adjacent area. Exception: Divisions mov- The line running lengthwise through a Division piece
ing along a road may extend into one adjacent road area separates the unit’s front from its back. Any area that lies
(9.3) along the road. wholly in front of this line is in the Division’s front. Any
area the line points into (on the unit’s left and right) is on
Example: In Figure A, the unit in 090 resides completely the Division’s flank. Any area that lies wholly behind the
within its area. The unit may not face north or south as it line is in the unit’s rear.
would put itself beyond area 090’s boundaries.
Example: This Division’s line has been extended to show
which areas it bisects. Areas 314 and 315 lie in the unit’s
front; Areas 316 and 313 are bisected by the command
line and therefore lie in the unit’s flanks; Areas 282, 276
and 284 lie entirely behind the command line and are in
the unit’s rear.

Figure A

7.6 Putting Things On Top of Other Things.


Any number of Leaders may stack on top of a Division,
Figure B
and up to two artillery units may attach to a Division
(12.2) and therefore stack on top of it. No Division may 8.2 All Around Facing.
be put on top of another Division. All other units may Divisions in an area containing a pentagon symbol face in
stack in one pile as long as that pile fits into the area and all directions (the pentagon represents a fort or similarly
is not on top of a Division. Leaders may occupy any stack. advantageous terrain). All units portrayed on small pieces
face in all directions when occupying any area.
7.7 Movement and Stacking.
Units may move through areas occupied by friendly 8.3 Enfilade Combat.
units as long as the total stacking limit of the area and the Enfilade combat occurs when a unit attacks an enemy
number of divisions allowed there is never exceeded. A Division while in one of the Division’s flank or rear areas.
10 © Avalanche Press Ltd. —War of the States
8.31 Effects. 9.11 Facing (8.0) has no effect on movement. A unit is not
The attacking unit’s printed combat strength is increased required to move into the area it faces. Exception: Divi-
by 25%. The printed Combat Strength of the defending sions must line up with the road or trail (the front of the
Division (and any artillery attached to it) is reduced by Division piece is pointing toward the area into which the
50% if it is attacked from one of its flanking areas, and road or trail leads) when using the road or trail movement
it may not fire at all if it is attacked from one of its rear rate (9.31), and may not re-face after moving if they spent
areas. If some units are attacking from the front while oth- their last movement point using the road movement rate.
ers are attacking the same unit from the flank or rear, only A unit may re-face if it has a fraction of a movement point
those attacking from the flank or rear receive the 25% remaining. Divisions using the road or trail movement rate
increase. In that case, the defending unit suffers the worst may overlap into the adjacent area along the road or trail,
applicable penalty. and are considered to occupy both areas. This is the only
exception to 7.5. All attacks on Divisions aligned with a
8.32 Restrictions. road are resolved as if the unit was being attacked in its
If units attacking a Division’s flank or rear have other en- flank (8.3, 11.4, 13.2).
emy units adjacent to them, and if those other enemy units
are in a different area than the targeted Division, then the 9.12 Divisions are not required to use the road movement
attacking units do not receive the 25% enfilade strength rate when moving through areas containing a road. They
increase. The targeted Division still suffers the penalties may face any direction the owning player wishes and
for being hit in the flank or rear (8.31). move along the road at the MP cost of the non-road terrain
along the road (this helps avoid the extra vulnerability to
8.33 Line of Battle. flank attack (9.11)).
An active Division may not attack enemy units that are
in its own rear areas (after it has finished moving and/ 9.13 Units may move between diagonally-adjacent areas
or re-facing itself). It may attack units in one of its flank only if ALL of the following apply:
areas at 50% of its combat strength, but only if there are • Both areas flanking the diagonal boundary contain no
no enemy units in its front areas (14.32). enemy units other than Leaders, Headquarters, and zero-
strength units.
8.34 If a Division is being assaulted in the flank or rear, • Neither area flanking the diagonal boundary contains ter-
other non-division units in the same area with it do not rain the unit is prohibited from entering.
suffer the enfilade combat firepower penalties (8.3). • Neither area flanking the diagonal boundary would be in
excess of stacking limits if the moving unit entered it (7.2,
7.4).
8.4 Multiple Divisions.
If more than one Division occupies the same area, they 9.14 A unit may never enter an area containing an enemy
may face in different directions as long as they meet Con- combat unit with a Combat Strength of more than zero. It
formation requirements (7.5). may enter areas with only enemy Leaders, Headquarters
or zero-strength units. If this occurs, eliminate any Head-
9.0 MOVEMENT quarters and zero-strength units and then move the enemy
During the Movement Segment, the active player may Leaders to the closest area containing enemy units (mov-
move his or her currently activated units. A unit may enter ing player’s choice if more than one area is closest).
an area containing other friendly units as long as stacking
and Conformation limits (7.5) are followed. 9.2 Movement Allowances.
Movement Allowances are standardized as follows:
9.1 Procedure. • Leaders: 4
Units are moved one at a time from area to adjacent area, • Cavalry and horse artillery: 3
expending Movement Points (MPs) from their Movement • Infantry with attached artillery: 1
Allowances as noted on the Terrain Effects Chart (see • Headquarters and all others: 2
18.11 for multiple terrain types). A unit may not exceed
its Movement Allowance during any action phase, except Units that are Out of Command (4.1) have their Move-
that it may always move a total of one area no matter the ment Allowance reduced by one (but never to less than
movement point cost. Attached artillery (12.2) moves with one).
the division to which it is attached, and active Leaders
may move at the same time as any unit they command. 9.3 Roads and Trails.
To obtain the movement benefit of a road or trail, move-

War of the Empires ­— © Avalanche Press Ltd. 11


ment must follow the road or trail across area boundar- tion Leader or Subordinate Leader commanding at least
ies containing the road or trail. Moving from one area one unit in the area, or the Army Commander).
containing a road or trail to another, when the two are not
actually connected by that road or trail, does not count as 10.2 Morale Superiority.
road or trail movement. If the Area Morale of the attackers or the defenders in an
Assault (14.0) or a Cavalry Charge (11.0) is higher than
9.31 A unit expends 1/2 MP for each area entered along the other side’s Area Morale, the player with the higher
a road, and one MP for each area entered along a trail Area Morale rolls extra dice equal to the morale differ-
(exception, 9.12). ence between the two areas.

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

12 © Avalanche Press Ltd. —War of the States


same segment. They must move directly toward the target combat apply (8.3). Defending cavalry, independent artil-
area. lery and Remnants are not affected.

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.

11.2 Procedure. 11.53 A player is not required to assign any losses to a


To resolve a Cavalry Charge, follow these Steps: Headquarters unless it is the only unit remaining in an
A) The Active Player moves his charging units adjacent to area. A Headquarters is eliminated by one Step Loss. Step
the target area. Losses cannot be applied to Leaders.

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.

11.3 Heavy Cavalry Modifier. 11.7 Forced Retreats and Pursuits.


If greater than 50% of charging units are heavy cavalry, If a charge reduces the total printed Strength Points of the
add one to the die-roll result for all charging cavalry. units in the target area to less than half of what they had
before the charge (not counting any additions for Lead-
11.4 Enfilade Combat. ers or Morale Superiority), they must all Retreat (15.1)
If the Cavalry Charge strikes a target Division’s flank or one area. They may not retreat to avoid losses (14.6). If
rear, then the usual penalties and bonuses for enfilade defending units retreat or are eliminated by the charge, the

War of the Empires ­— © Avalanche Press Ltd. 13


charging cavalry must Advance into the area the defenders tached.” Attached artillery may attack and defend in As-
vacated (15.5) and pursue any retreating units. saults (14.0), and may Retreat (15.1) and Advance (15.5)
in combat along with its Division. Attached artillery may
11.71 Following a Cavalry Charge in which defending not bombard (13.0) and must move with the division to
units were forced to retreat, the charging cavalry units which it is attached. A Division with attached artillery has
must pursue the retreating defenders regardless of Move- a Movement Allowance of 1 (9.2). During the Artillery
ment Point cost. The charging player must resolve the Segment, each activated artillery unit may attach to any
Pursuit before taking any other action. All surviving friendly Division of the same nationality, no matter what
cavalry units that participated in the charge must partici- Formation to which it belongs. During the Artillery Seg-
pate in the Pursuit. A maximum of one Pursuit per charge ment, attached artillery may detach from its Division. An
is allowed. Cavalry that advance into an area from which artillery unit may not both attach and detach in the same
defending units retreated must immediately make another Artillery Segment.
Cavalry Charge against the retreating units and any other
units in the area into which they retreated (the vacated 12.21 Restrictions.
area counts as the intervening area for the second charge). Heavy artillery (2.22) may not attach. A maximum of two
Resolve the Cavalry Charge normally, except that only artillery units may attach to the same Division. Artillery
retreating cavalry and non-retreating units in the area may not attach to another nation’s Divisions. Artillery
the retreating units moved into may fire at the pursuing may not attach to Remnants.
cavalry (11.6).
12.22 An attached artillery unit is considered part of the
11.72 If the second charge causes a second retreat, the Division to which it’s attached for all purposes, except
cavalry may remain in place or advance into the vacated that it may take Step Losses separately from the Division
area, as the charging player desires. If the second charge (11.5, 13.3, 14.5). Attached artillery belongs to the Forma-
does not cause a second retreat, the cavalry is not repelled, tion of the Division to which it is attached, regardless of
even if it takes losses from units eligible to fire at it (11.7). the artillery’s original Formation. Count the artillery’s
Strength Points when determining stacking limits.
11.8 Limitations.
11.81 The intervening area into which cavalry may move 12.23 If a Division with attached artillery moves, Advanc-
to initiate a charge must be empty of all units. Charging es or Retreats through area or boundary terrain that artil-
cavalry may not enter a town, village, swamp, slope or lery may not enter, the artillery unit immediately detaches
hill. Barring special scenario rules, all units charging the and remains in the original area (if this occurs while the
same target must start in the same area. division is retreating, the attached artillery is eliminated).
If a Division “shrinks” to a Remnant due to Step Losses,
11.82 Cavalry that charged (and any Leaders with them) any artillery attached to it immediately detaches.
may not move during the Movement Segment or assault
during the Assault Segment. 12.24 The morale of each Division that has one or two
artillery units attached to it is increased by one (total, not
11.83 Horse Artillery may not participate in a charge. per attached artillery unit, 10.1).

12.0 ARTILLERY 12.3 Combat.


Artillery may be “independent” (12.1) or “attached” Independent (unattached) artillery may bombard and
(12.2). defend, but may not participate as the attacker in assault
combat.
12.1 Independent Artillery.
Artillery that is not stacked on top of an infantry unit is 13.0 BOMBARDMENT
“independent.” Independent artillery may bombard (13.0) During the Artillery Segment, active independent artillery
and has its normal Movement Allowance (9.2). It may not units may Bombard enemy-occupied areas within Range
attack in assault or charge combat but may defend. It may (13.6) and Line of Sight (13.7).
not advance (15.5), and independent artillery (other than
horse artillery) may not retreat (15.3). 13.1 Procedure.
The bombarding player indicates the target area, totals
12.2 Attached Artillery. the strength of all bombarding artillery units and rolls a
An artillery unit that is stacked on top of a division is “at- number of dice equal to their total strength (exception:

14 © Avalanche Press Ltd. —War of the States


13.4). Every result of 6 is a hit (exceptions: 13.2). For When determining range, count the target area, but not
each hit, one unit in the target area suffers a Step Loss the bombarding unit’s area, and follow lines of sight as
(13.3; units may not retreat from bombardments to avoid closely as possible (13.7).
Step Losses).
13.7 Line of Sight.
13.2 Modifiers. Bombarding units must have a line of sight to their target.
A bombardment die result of 5 or 6 is a hit if any of the The line of sight runs from the center of the area (deter-
following conditions occur: mined by player agreement) occupied by the artillery unit
• The artillery is firing at a defender’s flank or rear (8.1). to the center of the target area.
• The firing unit is heavy artillery.
• The defending units are densely stacked (7.3). 13.71 Procedure.
• An Artillery Leader is directing the fire. To determine a line of sight, lay a straightedge (a ruler
No more than one modifier (including those for Artillery or a piece of string pulled taut) between the center of the
Leaders) may be added to the die-roll result. artillery’s area and the center of the target area. If the
straightedge passes over any terrain graphic listed below,
13.3 Losses. the line of sight is blocked and the artillery may not bom-
The inactive player may assign Step Losses to whichever bard the target area (exception, 13.73):
units in the target area he wishes, except that if a target • Rises
area takes two or more hits in the same Artillery Seg- • Slopes
ment, at least one Step Loss must be inflicted on a Divi- • Swamps
sion there if one is present. Attached artillery counts as a • Woods
separate unit for this purpose, and may absorb Step Losses • Towns and Villages
separately from the Division to which it is attached. Units
may not retreat from bombardment to avoid Step Losses Note that the straightedge must actually touch a terrain
(14.6). symbol or graphic for the line of sight to be blocked. Line
of sight is not blocked if the straightedge runs through an
area containing a blocking terrain graphic but does not
13.4 Restrictions.
actually touch the graphic. For example, if only part of
13.41 Attached artillery (12.2) may not bombard.
an area contains a slope, line of sight through that area is
13.42 If more than four artillery Strength Points occupy
not blocked if the straightedge does not touch the slope
the same area, only four of them may bombard (owning
graphic.
player’s choice).
13.43 Each target area may only be bombarded once per
13.72 Human Shields.
Artillery Segment, by up to four artillery Strength Points.
Line of sight is also blocked by any area that contains any
13.44 Artillery units in different areas may not combine in
division or at least three Steps of cavalry (it doesn’t matter
one bombardment against the same target area.
to whom the units belong). In this case, the line of sight is
13.45 Artillery that fires at targets three or more areas
blocked no matter what part of the area through which the
away (if the unit has sufficient range, 13.6) has its combat
straightedge runs.
strength reduced by 50 percent.
13.73 Close Terrain.
13.5 Target Priority. Terrain in the target area or the area occupied by the artil-
Bombarding artillery must fire at the closest enemy units. lery unit never blocks a line of sight. Boundary terrain
An artillery unit may not attack a target two areas away may block a line of sight between adjacent areas.
if a potential enemy target is only one area away. The
owning player may choose the target area if two or more 13.74 Elevations.
enemy-occupied areas are closest. An artillery unit on a rise may “shoot over” intervening
blocking terrain that is on a lower level, to bombard an
13.6 Range. area beyond the blocking terrain. Similarly, artillery that is
Each artillery unit’s range is equal to the number of not on a rise may bombard a rise two or more areas away
colored triangles along the right side of the playing piece. (assuming it is within the artillery’s range), ignoring any
This is the maximum distance at which the unit may blocking terrain in between. However, artillery that is not
bombard enemy units. Thus, an artillery unit with two tri- on a rise may not bombard a rise that is adjacent to it.
angles may bombard enemy units one or two areas away.

War of the Empires ­— © Avalanche Press Ltd. 15


13.75 If one artillery unit may fire on another, the other the highest-ranking Leader in each attacking area (6.2).
may fire back. If you can see him, he can see you (excep- The total after all modifiers and bonuses is the number of
tion, 13.74). dice he or she rolls. Every result of 6 is a hit (exceptions,
14.2).
13.76 Disputes.
In case of disagreement, players may settle the matter by The defender then chooses one attacking area as the target
dice roll, fistfight or cybersmear as they prefer. of his defensive fire, and repeats the procedure. Results
take effect simultaneously, so hits scored by the attacker
13.8 Voluntary Retreat. do not reduce the number of dice the defender rolls, and
Units may voluntarily Retreat one area after being bom- vice versa. Once both sides know how many hits they’ve
barded. This Retreat does not reduce the number of Step taken, they apply those hits to their units (14.5).
Losses and may not be performed if it would result in the
retreating unit(s) entering an area adjacent to an enemy 14.2 Die-roll Modifiers.
unit. If the decision to Retreat is made all friendly units in An assault die result of 5 or 6 is a hit if any of the follow-
the area must Retreat (if possible). ing conditions occur:
• Target area contains only enemy artillery units, head-
13.9 Combined Fire. quarters and/or Leaders.
Unless specified in the game special rules, artillery units • Firing unit is defending artillery.
must be stacked in the same area to combine in a single
bombardment attack on an enemy area, and each area may 14.3 Restrictions.
only be bombarded once per turn. Units from different No unit may attack more than once per turn. Cavalry and
areas may not combine for a single attack on an enemy independent (unattached) artillery may not attack in the
target. Note that this rule, combined with the stacking Assault Segment. However, units may defend whenever
rule that prohibits more than four artillery Strength Points they’re attacked.
from firing out of a given area, will sometimes mean that
some artillery will not be able to fire effectively. This ef- 14.31 Units may not assault diagonally adjacent areas (un-
fect is intentional. like movement or charges, which may be diagonal).

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.

14.43 Headquarters. 15.0 RETREATS AND ADVANCES


A Headquarters has no combat strength or morale. Units There is no MP cost to Retreat or Advance. Leaders and
assaulting a lone Headquarters receive no benefit from headquarters may Retreat and Advance with units in the
Morale Superiority (10.2). One Step Loss eliminates a same area.
Headquarters, but a player need not apply a Step Loss to
his Headquarters until all other units in the same area with 15.1 Retreat.
it are eliminated. Units may be forced to retreat due to Assaults, Cavalry
Charges or Bombardment, or may Retreat voluntarily to
14.5 Losses avoid Step Losses from Assaults (14.6), or may Retreat to
For each hit achieved, one unit in the target area loses one avoid combat if they’re light cavalry (15.2). Units other
Step, although a player may be able to reduce the number than light cavalry may not Retreat to avoid combat un-
of Step Losses by retreating (14.6). Any remaining Step less the game’s special rules state otherwise. Units may
Losses after this reduction are applied to the retreating Retreat after they are bombarded (13.8).
units. The first Step Loss actually applied to units (not
avoided by retreating) must be taken from a Division if 15.11 Procedure.
present (not from any attached artillery). Attached artillery To Retreat, the owning player moves the retreating units
counts as a separate unit for this purpose, and may absorb out of the area they occupy, into a single adjacent area
additional Step Losses separately from its Division. The not occupied by enemy units. They must Retreat directly
owning player chooses which units lose Steps, but no unit away from the units they were fighting in the current
may lose two Steps in the same assault until every unit action phase if possible, and may only Retreat to an area
in the same area with it loses one, no unit may lose three that is adjacent to an enemy-occupied area if they have
until each loses two, and so on (exception, 14.52). no other Retreat route available. Retreating units may
enter an area occupied by friendly units, but all Stacking
14.51 Only units actually participating in a combat may and Conformation limits apply (7.2, 7.5). Retreating units
take Step Losses inflicted on their area. If some units in an may change Facing (8.0). A unit that is forced to Retreat
area attack but others do not, only the attacking units may but has no Retreat route is eliminated. (It’s a good idea to
take Step Losses inflicted by the defenders. All defending leave empty or lightly-stacked areas behind your units to
units may take Step Losses. let them 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).

War of the Empires ­— © Avalanche Press Ltd. 17


15.14 Shedding Deadweight. 15.5 Advances.
If a unit is unable to Retreat, but could do so if it took Whenever an area is vacated due to the units there being
enough Step Losses to satisfy stacking limits (7.2), it may eliminated or retreating, any or all units that attacked the
take extra losses if the owning player desires. area in Cavalry Charge or Assault combat (or would have
had light cavalry not retreated first) may advance into it if
Example: In Solferino, a 5-5 Piedmontese brigade has the owning player desires. Advancing is optional (excep-
no retreat route, but could Retreat to an area occupied by tion, Pursuit, 11.7). The attacking player must decide
a French brigade if it were reduced to its Step G, which whether or not to Advance before he does anything else.
is a Remnant. The Allied player may reduce the unit to
its Step G and place the Remnant in the area with the 15.51 Only active units that actually attacked may Ad-
Piedmontese brigade. He may not reduce the French unit vance.
instead; only the retreating unit may “shrink.”
15.52 Defenders may not Advance.
15.2 Light Cavalry Retreat before Combat.
Light cavalry (any cavalry that is not heavy cavalry) may 15.53 Stacking (7.2) and Conformation (7.5) limits in the
attempt to Retreat before charge or assault combat against vacated area may keep units from advancing.
it takes place, therefore avoiding combat. This is at the
owning player’s option. Cavalry may not retreat in this 15.54 A unit may not Advance more than one area after
manner to avoid bombardment. If any Light Cavalry unit combat, and may not attack again after advancing (excep-
Retreats before combat, all Light Cavalry units in the area tion, Pursuit, 11.7).
must Retreat before combat.
15.55 Units may not Advance into terrain they would be
15.21 Procedure. prohibited from entering during movement (see Terrain
After the attacking player declares a charge or assault Effects Chart).
against an area containing light cavalry, but before combat
is resolved, the defender rolls one die for each light cav- 15.56 Bombarding artillery may not Advance, but at-
alry unit in the area (he or she may not attempt to Retreat tached artillery may do so.
some but not others). In each case, if the result is less
than or equal to the light cavalry unit’s Morale Value, the 15.57 Units may change Facing (8.0) after advancing.
unit may Retreat one area to avoid combat. If the result is
more than the unit’s Morale Value, it may not Retreat and 16.0 RECOVERY
must remain in place and be attacked. During the Recovery Phase, both players may attempt to
restore lost Steps to Divisions (only), and may assign new
15.22 Effects on Attackers. Leaders to Formations whose Leaders have been elimi-
The attacking player may not re-allocate his or her at- nated.
tacking units if light cavalry retreats before combat. He
may attack any light cavalry that failed to Retreat before 16.1 Recovery Procedure.
combat, and/or any other units that remain in the area Divisions attempting Recovery must be at least four areas
from which the light cavalry retreated. Light cavalry that away from all enemy units. The unit’s Army Commander,
retreats may be attacked by other units and may try to Formation Leader or Subordinate Leader (if it is com-
Retreat again. manded by a Subordinate Leader) must be in the same
area with the unit for it to Recover (Brevet Leaders do not
15.3 Artillery in Retreat. qualify, see 16.22). The owning player rolls one die for
Horse artillery may retreat like other units, but may not each unit attempting Recovery, and subtracts the Tactical
avoid combat like light cavalry. Attached artillery (12.2) Rating of the Leader with the unit. If the modified result
may also retreat normally, but independent non-horse ar- is less than or equal to the unit’s current printed morale
tillery (12.1) may not Retreat, and is eliminated if all other (NOT its Area Morale), it regains one Step. Flip it or
units in its area Retreat (it’s hard to drag those guns). replace it with its next-strongest playing piece. A Divi-
sion may never be restored to the strength level at which it
15.4 Headquarters. began the scenario (usually “A” level).
Headquarters may not Retreat or Advance (15.5) after
combat. A Headquarters forced to Retreat is eliminated 16.2 Leader Replacement.
instead. If a Formation or Subordinate Leader is eliminated, then

18 © Avalanche Press Ltd. —War of the States


during the Recovery Phase the owning player may desig- 18.1 Multiple Terrain Types.
nate a Staff Officer from his Headquarters Formation to An area or boundary may contain more than one terrain
replace him (6.5). A Staff Officer may also be assigned type.
to lead a Formation that begins the game with no Leader,
and which is not scheduled to receive one during the sce- 18.11 When moving across a boundary with multiple ter-
nario. Once a Staff Officer is assigned, he may move and rain types, pay the MP cost of the ONE terrain type that
function like any other Leader. costs the most to move through (moving player selects
one if more than one are the most expensive). If entering
16.21 Procedure. an area with multiple terrain types, pay the MP cost of the
The Headquarters does not have to roll against its Initia- ONE terrain type in the area that costs the most to enter
tive to assign a Staff Officer – it simply makes the assign- (moving player selects one if more than one are the most
ment. When a Staff Officer is assigned to a Formation, expensive). If a unit crosses a boundary that costs extra
he becomes part of that Formation and moves when it is MPs and enters an area with terrain that also costs extra
activated. Once assigned, a Staff Officer must remain with MPs, it must pay the costs for both the boundary and the
that Formation for the remainder of the game. area (not just one of them). Remember that units may
always move a total of one area no matter the MP cost.
16.22 Brevet Leaders.
If no Staff Officers are available, or if the Headquarters Example: If a cavalry unit crosses a boundary that is part
has been eliminated, a Formation may be given a Bre- stream and part clear, it pays one additional MP to do so.
vet Leader through battlefield promotion. Such a Brevet If the area beyond that boundary contains a village and a
Leader has Tactical and Initiative Ratings of 0-1. Pick an rise, it pays one MP to enter the area and one additional
infantry or cavalry unit in that Formation and write down MP for the village, for a total of three MPs. Since three
the name of the officer printed on it – he becomes the MPs is its Movement Allowance, it may move no farther
Formation’s new Leader. The Brevet Leader stays with his that turn.
unit as long as it survives (he can’t be considered to be in
a different area than the unit printed with his name). If the 18.12 When conducting combat against units in an area
unit is eliminated, so is the Brevet Leader – promote the with multiple terrain types, apply ALL the modifiers of all
printed Leader of another unit in the Formation to Brevet terrain types there (see the Terrain Effects Chart). Do the
Leader in the next Recovery Phase. same for units attacking across a boundary with multiple
terrain types.
17.0 REINFORCEMENTS
Reinforcements are placed on the map during the Rein- 18.2 Firepower Modifiers.
forcement Phase, at the time and place specified by the Many terrain types occupied by defending units reduce
scenario instructions. Roll to activate them like any other the Combat Strengths of attackers (but never defenders,
Formation, starting on the turn when they appear. Rein- see Terrain Effects Chart), while enfilade combat can af-
forcements may not appear in an area occupied by enemy fect the Combat Strengths of both attackers and defenders
units; if an enemy unit occupies an area where a reinforc- (8.3). When calculating modified unit strengths in combat,
ing unit is scheduled to appear, the owning player may each player should add all the Strength Points of his units
place the reinforcing unit in the map edge area closest to involved together, and then apply any firepower modifiers
the area where the unit was scheduled to appear (owning to the total, rounding any fraction up. All modifiers are
player’s choice if more than one area qualifies). All Re- cumulative. After calculating the total modified strength
inforcements are considered to be In Command (4.0) the of the units, add any bonuses for Leader Tactical Ratings
turn they appear, even if they have no Leader at the time. (6.2) and Morale Superiority (10.2). Extra dice for Lead-
ership and Morale Superiority (10.2) are never affected by
18.0 TERRAIN terrain.
Terrain affects both movement and combat. There are
three types of terrain: AREA, BOUNDARY and SPE- Example: In the Chickamauga game, two 6-6 Confederate
CIAL. Divisions attack a 7-5 Union Division. The Confederate
• AREA: The terrain within the area the unit occupies. Divisions are in clear terrain, the Union in woods, which
• BOUNDARY: The terrain along the boundaries between causes a 25% reduction to Confederate strength under that
areas. game’s special rules. The 12 Confederate Strength Points
• SPECIAL: Bridges, fords, defensive works, roads and are reduced to 9 for this attack, even though they are in
trails. clear terrain. Union strength is not affected. However,

War of the Empires ­— © Avalanche Press Ltd. 19


note that the Confederates get one extra die for their better separate piece of paper. For example, if the Union player
morale (6 is one more than 5), so they will roll 10 dice. has 95 ammunition, she places the x10 marker on the
“9” space and the x1 marker on the “5” space. For larger
If active units in more than one area are assaulting the amounts, the back of the x10 marker says “10+100.” To
same target area, and some of those attackers are assault- record 195, place the markers as described, but flip the
ing across boundary terrain that reduces their firepower x10 marker so that the +100 side is face-up. When the
but others are not, then only reduce the firepower of the total falls below 100, then the marker is flipped back.
units actually assaulting across the boundary terrain (see Each time an artillery unit fires for Bombardment or at-
Terrain Effects Chart). For example, if some units are tacks in an Assault, reduce the ammunition total by one (if
attacking the target area across a stream, only the Com- two artillery units fire Bombardment or participate in an
bat Strengths of those units actually attacking across the Assault, reduce the total by two, if three units participate
stream are reduced and the others attack at full strength. reduce it by three, and so on). Artillery defending against
a charge or assault do not consume ammunition. In some
19.0 ARTILLERY AMMUNITION scenarios, additional ammunition arrives via the reinforce-
Each scenario lists the amount of artillery ammunition ment schedule: add the new number to the existing total at
available. Using the x10 and x1 markers, record the start- that time. If new ammunition would increase the total to
ing amounts on the appropriate track, or keep track on a more than 199, ignore any excess.

20 © Avalanche Press Ltd. —War of the States

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