One card in the players hand can be discarded.
The Players hand is then either made back up to 7 cards by drawing from the
deck, or reduced to 7 by discarding cards.
DIVISIONAL GENERALS
Each general has a command rating for moral tests.
The general may add this bonus only once per turn.
If the general is the only card in a stack, he is eliminated automatically if attacked.
ARMY COMMANDER
The Army Commander is placed behind the front stacks. His rating determines
the number of attacks per turn.
The Army Commander can take over a stack if a Divisional General is killed.
He is then subject to all the rules pertaining to Divisional Generals.
The Army Commander moves onto a stack in the reinforcement phase.
This move does not count against the number of reinforcements the player may make.
If the Army Commander is killed, the entire army takes a morale check against
their moral -1. Any cards in the front line that fail, are eliminated
(they quit the battlefield) rather than go to the reserve stack.
Any further morale checks for the remainder of the battle are checked against
the card morale -1.
TACTICS CARD LIST
Card Name Effect:
Square Formation Line Infantry automatically form square
Second Volley Defending Infantry battalion rolls 3 dice and picks the 2 best
Fire at Will Get 1 extra attack
Sabers & Pistols Attacking Cavalry battalion gets 1 extra attack
Rapid Deployment Draw 1 extra card.
Forced March Draw 1 extra card, OR retrieve 1 Infantry card from Discard pile.
Infantry Charge Attacking Infantry +3 to their melee-attack roll (not for lights).
Socket Bayonets Line Infantry get +3 to their melee-attack roll.
Counter Attack Defending Cavalry get +5 to their melee-attack roll.
Broken Square Infantry defending against Cav automatically fail to form square.
Limber Draw 1 extra card, OR retrieve 1 Artillery card from Discard pile.
Grape Shot Defending Art get +5 to attack roll (Cannot be used against Art).
Canister Shot Art get +3 to their attack roll (Cannot be used against Art).
Cannon Ball Attacking Artillery get +4 to their fire-attack roll.
Fusillade Infantry battalion gets 1 extra fire attack
Sniper Cause a stack to make a morale check in its Morale phase.
Column Get +1 Reinforcement move.
Overrun Morale check at +1.
Take Prisoners Routing battalion is eliminated.
Fighting Withdrawal Defender gets +3 to attack roll.
Difficult Terrain Opponent gets one less attack this turn.
Enfilade fire Get +3 to fire-attack roll.
Indirect fire Attcking art get 1 extra attck vs nextcarddown in opposition stack
Confusion Opponent draws no cards this turn.
Advance Get +1 attack this turn.
Scouts Look at opponent's hand
Rifles Light Infantry get +3 to their fire-combat roll.
Probe Get 1 extra attack with any Light Infantry in any of your stacks.
Rearguard Action Draw 2 extra cards.
Cavalry Reform Draw 1 extra card, OR retrieve 1 Cav card from the discard pile
Woods (x2) +3 to defending light infantry
Cavalry cannot melee-attack units in woods
Reduce Stack limit by 1, only infantry may be placed in woods
Remains in play
Hills (x2) +3 to defending card
+3 to attacking artillery
Remains in play
Buildings (x2) +3 to defending Infantry only
Cavalry cannot melee-attack buildings
Can be played on a hill (modifiers can be combined)
Stack limit reduced by 1
Remains in play
River (x2) +3 to all melee-attacked defenders
River affects either flank and next stack in (eg River is played
against right flank and right centre)
Remains in play
Bridge (x2) Negates effect of river for 1 attacking Infantry or Cavalry card.
Remains in play
ATTACKING EMPTY STACKS
If an empty stack is attacked, the attacker has the option to either flank attack
the adjacent stack, or to force his opponent to eliminate a Battalion card in his
discard pile (opponents choice).
UNIT LIST
Over 400 Historically accurate units!
Click here
OPTIONAL RULES:
Players can agree a specific budget for their troops before customizing their decks.
It is possible to recreate historical scenarios.
The number of positions and number of routed positions to win may have to be modified.
Take the terrain cards out of the tactics deck and place them before starting the game at
the specified postions.
Here are some sample scenarios for EAGLES OF GLORY.
----------------------------------------------------- MAIDA, 04.07.1806
French:
6 Line Battalions (6x18=108)
3 Light Battalions (3x20=60)
1 Mounted Chasseurs (19)
General Reynier (4)
Budget: 191 pts.
British:
2 Light Battalions (2x15=30)
9 Line Battalions (9x12=108)
3 Foot Battery (3x10=30)
Generals Stewart, Kempt, Cole, (16)
Akland
Budget: 184 pts.
Terrain:
British
Buildings Free Free
Free Hill Free
French
------------------------------------------------------ BUSSACO, 27.09.1810
French
46 Line Battalions (46x13=598)
16 Light Battalions (16x14=224)
2 Hussars (2x19=38)
3 Mounted Chasseurs (3x19=57)
1 Dragoons (1x21=21)
3 Foot Batteries (3x15=45)
2 Horse Batteries (2x11=22)
Generals: Ney, Reynier, Merle,
Heudelet, Soult, Marchand,
Mermet, Loison, Lamotte (44)
Budget: 1049
British
31 Line Battalions (31x12=372)
3 Riflemen (3x17=51)
1 Light Dragoons (1x10=10)
23 Foot Batteries (23x10=230)
1 Horse Battery (1x11=11)
2 Foot Guards (2x26=52)
5 KGL Battalions (5x12=60)
Portuguese
12 Line Battalions (12x10=120)
5 Cacadores (5x14=70)
Generals: Picton, Spencer,
Leith, Craufurd, Campbell,
Champalimaud, Spry, von Löwe,
Blantyre, Stopford, Barnes (52)
Budget: 1038
British-Portuguese
Hill-Free | Hill-Woods-Hill-Free-Free-Buildings | Free-Woods
Free-Hill | Buildings-Free-Free-Free-Free-Free | Free-Free
French
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