Orders

Beyond the tactics cards, there are also order cards for movement and other actions. Below is the tentative list of such cards for Horse and Musket Era games, but it is still a WiP.

Movement

Assault – 7

Up to two parent units may be selected by the active player and one or more elements from each parent may make a full move, possibly ending adjacent to or in contact with an enemy unit.

Advance – Cost 3

Parent unit is selected by the active player and one or more elements may make a full move, ending adjacent to an enemy unit.

March – Cost 2

Parent unit is selected by the active player and one or more elements of that parent may make a full move, but may not end its move adjacent to or in contact with an enemy unit.

Retire – Cost 1 per unit activated from the same parent.

Parent unit is selected by the active player and one or more elements of that parent may move backwards one move.

Action

Rally/Recover – Cost 2

The active player selects one of his units to attempt to remove one hit or to recover from disorder, but not both.

Rest – Cost 2

The active player selects one of his units. The selected unit may not move but rolls 1d3 instead. The resulting number equals the number of Fatigue Points is removed from that unit.

Bombardment – Cost 1

The active player selects one of his artillery batteries and then chooses one valid target for each of the artillery Strength Points, rolling one die for each. On a result of a 5 the target is forced to retire one move. On a roll of a 6, the target is forced to retire and receives a Fatigue Point. On a roll of 1, the artillery unit becomes low on ammo and must Rest to restock its ammunition. It may not bombard again nor support combat until it Rests.


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