1. Sequence of Play
- Phase 1 (Staff & Command): Active Brigadier rolls for Staff Pips. Spend Pips to auto-rally units. Place optional Written Orders. Reserve unused Pips (max 1).
- Phase 2 (Active Maneuver): Active player selects units one at a time to move, change formation, or declare Assaults. Defender may trigger Reactions (Skirmish Evade, Opportunity Fire) during movement.
- Phase 3 (Ranged Combat): Both players simultaneously resolve all ranged musketry and artillery fire. Apply casualties, cover saves, and Gunsmoke markers.
- Phase 4 (Assault Resolution): Resolve opposed 1D6 melee rolls for any charging units that successfully made physical base contact. Losers retreat 6.0" Disordered.
- Phase 5 (Status & Clean-up): Roll 1D6 Natural Rallies for unengaged, stationary units. Remove smoke markers. Check Brigade Faltering thresholds (30% / 50% losses).
The Brigadier's Profile
- Excellent: 1D6 Pips
- Reliable (Average): 1D6 / 2 (Round up, generates 1-3)
- Timid: 1D3 / 2 (Round up, generates 1-2)
Brigadier Placement & Casualties
Place the Brigadier anywhere within 12.0" of their troops, or attached to a specific regiment. If attached, they provide a +1 to all Discipline checks for that unit.
Risk: If the attached unit takes a physical stand loss or suffers a Natural 6 from enemy fire, roll 1D6. On a 1, the Brigadier is Killed/Wounded!
2. The Staff Pip Economy
Command Radius: Brigadiers project a 12.0" Command Radius. Units outside this radius are "Out of Command" and all Pip costs are doubled.
0 Pips (Free Standard Orders)
- Hold & Fire: Remain stationary.
- Standard Advance: Move straight ahead.
- Standard Wheel: Pivot on a front corner up to 45°.
- Change Formation: E.g., Line to Column.
1 Pip (Extraordinary Exertion)
- Declare Assault: Order a unit to charge into melee.
- Double-Time March: Add +2.0" to speed (Cannot fire).
- Rally the Line: Immediately remove 1 Disorder Marker from a unit. No dice roll required.
- Unlimber/Limber Artillery: Change battery state.
- Reserve Pip: Save 1 Pip for a Reaction (Counter-Charge or Refuse Flank) during enemy turn.
3. Brigade Fatigue & Morale
Track the total physical stands permanently removed from the brigade. Do not count micro-hits.
Hesitant (30% Losses)
E.g., 8 stands lost out of a 25-stand Brigade.
- Brigade can no longer declare Assaults (Charges).
- All units suffer a -1 penalty to all Discipline Checks.
Broken (50% Losses)
E.g., 13 stands lost out of a 25-stand Brigade.
- All units suffer a -1 penalty to all Discipline Checks.
- All units suffer a -1 penalty to all Shooting rolls.
- Any unit that fails a Discipline Check for any reason immediately Routs and is removed from the game.
Natural Regimental Rally (Phase 5)
Disordered units that were not rallied by Pips may attempt a Natural Rally if they did not move, shoot, or get shot this turn. Roll 1D6 vs Quality:
- Veteran (3+), Regular (4+), Green (5+)