Before the battle each side chooses 3 out of these 4 actions: scouting, maneuver, reorganization or propaganda. The side that lost the last battle rolls one d6 in each chosen table. The side that won the last battle rolls one d8 in each chosen table.
SCOUTING
8 May deploy after knowing the disposition of the enemy
7 May move one terrain piece (even a town) up to 3d6 inches
6 May deploy one unit in forward position (up to 2/3 of the table)
1-5 No effect
MANEUVER
8 May have an extra unit in reserve coming from own baseline or flank
7 May have an extra unit in reserve coming from own baseline
6 May deploy one unit in ambush (hidden)
1-5 No effect
REORGANIZATION
8 Upgrade one random infantry or cavalry unit to elite
7 Add a skirmish screen to one infantry unit
6 Local guide. One close-order infantry unit can move through rough terrain without penalty
1-5 No effect
PROPAGANDA
8 If during the battle a Cavalry charge wipes out an enemy unit, regardless of the result of the battle, it has a positive campaign effect* for the player in a neighboring region or corps
7 If the player wins the battle it has a positive campaign effect* in a neighboring region or corps
6 If during the battle a unit repels two assaults in a town, BUA or redoubt, and its side ends up in possession of it, it has a positive campaign effect* in a neighboring region or corps
1-5 No effect
*The concrete effect depends on the campaign rules in use
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Bad effects of the action that the player neglected (didn't choose)
For each side, check if they happen (roll of 1 on a d6)
If the player neglected scouting: The enemy may deploy after knowing the player's disposition
If the player neglected maneuver: Traffic jam. Two units arrive from turn 4 or later on a roll of (4-6)
If the player neglected reorganization: Degrade one's random infantry or cav. unit to militia
If the player neglected propaganda: If the enemy wins the battle it has a positive campaign effect* for him in a neighboring region or corps

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