Quick Reference Card Numbers in Color Coded Boxes 5 4 3 2 Represent the Number of Dice to Roll for the Unit in Melee Or Ranged Re

Quick Reference Card Numbers in Color Coded Boxes 5 4 3 2 Represent the Number of Dice to Roll for the Unit in Melee Or Ranged Re

Quick Reference Card Numbers in color coded boxes 5 4 3 2 represent the number of dice to roll for the unit in melee or ranged re. Halving (rounded up or down) and +1 or -1 die for unit types, where applicable, have already been gured into the number shown. Dice reductions for terrain and additions for specic Command cards must still be made. Standing B LOCKS Moving B LOCKS B LOCKS BRITISH Code Blocks Movement Range May Ignore Notes Ranged Fire 5 4 3 2 1 Ranged Fire 5 4 3 2 1 Melee 5 4 3 2 1 Line Infantry LN 4 1 & B 2 - - LN 5 4 3 2 LN 2 2 1 1 LN 4 3 2 1 Light Infantry LT 5 1 & B or 2 & NB 2 - - LT 6 5 4 3 2 LT 4 3 3 2 1 LT 5 4 3 2 1 Rie Light Inf RL 3 1 & B or 2 & NB 3 - - RL 4 3 2 RL 2 2 1 RL No Saber Hits 3 2 1 Grenadier GR 4 1 & B 2 1 Flag - GR 5 4 3 2 GR 3 3 2 2 GR 5 4 3 2 Gd Grenadier GG 5 1 & B 2 2 Flags - GG 6 5 4 3 2 GG 4 3 3 2 2 GG 6 5 4 3 2 Light Cavalry LC 3 1-3 & B - - - LC - - - - LC - - - - LC 3 2 1 Heavy Cavalry HC 3 1-2 & B - - - HC - - - - HC - - - - HC 4 3 2 Gd Hvy Cav GHC 3 1-2 & B - 2 Flags - GHC - - - - GHC - - - - GHC 4 3 2 Standing B LOCKS Moving B LOCKS B LOCKS SPANISH Code Blocks Movement Range May Ignore Notes Ranged Fire 5 4 3 2 1 Ranged Fire 5 4 3 2 1 Melee 5 4 3 2 1 Line Infantry LN 4 1 & B 2 - Retreat 2 hexes per ag LN 4 3 2 1 LN 1 - - - LN 4/3 3/2 2/1 1/- Light Infantry LT 5 1 & B or 2 & NB 2 - Retreat 2 hexes per ag LT 5 4 3 2 1 LT 2 2 1 1 - LT 5/4 4/3 3/2 2/1 1/- Grenadier GR 4 1 & B 2 1 Flag Retreat 2 hexes per ag GR 4 3 2 1 GR 2 1 1 - GR 5 4 3 2 Militia MI 3 1 & B 2 - Retreat 3 hexes per ag MI 4 3 2 1 MI 1 - - - MI No Saber Hits 4/3 3/2 2/1 1/- Light Cavalry LC 3 1-3 & B - - Retreat 2 hexes per ag LC - - - - LC - - - - LC 3 2 1 Heavy Cavalry HC 3 1-2 & B - - Retreat 2 hexes per ag HC - - - - HC - - - - HC 4 3 2 Cuirassier 3 1-2 & B - 1 Flag Ignore 1 Inf Fire Hit, No LNCR CU - - - - CU - - - - CU 4 3 2 CU Flag re-roll, Retreat 2 per ag 5/4 = Standing Melee / Moving Melee Standing B LOCKS Moving B LOCKS B LOCKS PORTUGUESE Code Blocks Movement Range May Ignore Notes Ranged Fire 4 3 2 1 Ranged Fire 4 3 2 1 Melee 4 3 2 1 Line Infantry LN 4 1 & B 2 - - LN 4 3 2 1 LN 2 1 1 - LN 4 3 2 1 Light Infantry LT 3 1 & B or 2 & NB 2 - - LT 4 3 2 LT 2 1 1 LT 3 2 1 Militia MI 4 1 & B 2 - Retreat 3 hexes per ag MI 4 3 2 1 MI 2 1 1 - MI No Saber Hits 4 3 2 1 Light Cavalry LC 3 1-3 & B - - - LC - - - - LC - - - - LC 3 2 1 Heavy Cavalry HC 3 1-2 & B - - - HC - - - - HC - - - - HC 4 3 2 Standing R ANGE Moving R ANGE B LOCKS ARTILLERY Code Blocks Movement Range May Ignore Notes Ranged Fire 1 2 3 4 5 Ranged Fire 1 2 3 4 Melee 3 2 1 FA M 3 2 1 1 FA May not - - - - Foot Artillery FA 3 1 or B 5 - - FA Sabers Hit 4 4 3 1 Block = 2 1 1 - move and re - - - - GFA M 3 2 1 1 GFA May not - - - - Guard Foot Arty GFA 3 1 or B 5 2 Flags - GFA Sabers Hit 5 5 4 1 Block = 2 1 1 - move and re - - - - If only 1 block = HA M 2 1 1 - HA M 2 1 - Horse Arty HA 3 1 & B or 2 & NB 4 - HA Sabers Hit 3 3 2 No move and Battle 1 Block = 1 1 - - 1 Block = No - - - M = melee SPANISH EXPANSION © 2011 GMT Games, LLC Quick Reference Card Numbers in color coded boxes 5 4 3 2 represent the number of dice to roll for the unit in melee or ranged re. Halving (rounded up or down) and +1 or -1 die for unit types, where applicable, have already been gured into the number shown. Dice reductions for terrain and additions for specic Command cards must still be made. Standing B LOCKS Moving B LOCKS B LOCKS FRENCH Code Blocks Movement Range May Ignore Notes Ranged Fire 4 3 2 1 Ranged Fire 4 3 2 1 Melee 4 3 2 1 Line Infantry LN 4 1 & B 2 - - LN 4 3 2 1 LN 2 2 1 1 LN +1 vs Inf only 5/4 4/3 3/2 2/1 Light Infantry LT 4 1 & B or 2 & NB 2 - - LT 5 4 3 2 LT 3 3 2 2 LT 4 3 2 1 Grenadier GR 4 1 & B 2 1 Flag - GR 4 3 2 1 GR 2 2 1 1 GR 5 4 3 2 Young Guard YG 4 1 & B or 2 & NB 2 1 Flag - YG 5 4 3 2 YG 3 3 2 2 YG 5 4 3 2 Old Guard OG 4 1 & B 2 2 Flags - OG 5 4 3 2 OG 3 3 2 2 OG 6 5 4 3 Militia MI 4 1 & B 2 - Retreat 3 hexes per Flag MI 4 3 2 1 MI 2 2 1 1 MI No Saber Hits 4 3 2 1 Light Cavalry LC 4 1-3 & B - - - LC - - - - LC - - - - LC 4 3 2 1 Re-roll Flags once if attacking Lt Lancer Cav LNCR 4 1-3 & B - - except against Cuirassier LNCR - - - - LNCR - - - - LNCR 4 3 2 1 Heavy Cavalry HC 4 1-2 & B - - - HC - - - - HC - - - - HC 5 4 3 2 Ignore 1 Inf Fire Hit Cuirassier CU 4 1-2 & B - 1 Flag No Lancer ag re-rolls CU - - - - CU - - - - CU 5 4 3 2 Gd Light Cav GLC 4 1-3 & B - 2 Flags - GLC - - - - GLC - - - - GLC 4 3 2 1 Gd Heavy Cav GHC 4 1-2 & B - 2 Flags - GHC - - - - GHC - - - - GHC 5 4 3 2 Standing R ANGE Moving R ANGE B LOCKS ARTILLERY Code Blocks Movement Range May Ignore Notes Ranged Fire 1 2 3 4 5 Ranged Fire 1 2 3 4 Melee 3 2 1 FA M 3 2 1 1 FA May not - - - - Foot Artillery FA 3 1 or B 5 - - FA Sabers Hit 4 4 3 1 Block = 2 1 1 - move and re - - - - GFA M 3 2 1 1 GFA May not - - - - Guard Foot Arty GFA 3 1 or B 5 2 Flags - GFA Sabers Hit 5 5 4 1 Block = 2 1 1 - move and re - - - - If only 1 block = HA M 2 1 1 - HA M 2 1 - Horse Arty HA 3 1 & B or 2 & NB 4 - HA Sabers Hit 3 3 2 No move and Battle 1 Block = 1 1 - - 1 Block = No - - - M = melee SPANISH EXPANSION © 2011 GMT Games, LLC.

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