1. Formations & Movement Rates
| Formation | Open Ground | Broken / Woods |
| Line of Battle | 6.0" | 3.0" + Friction Check |
| March Column | 8.0" | 4.0" |
| Road Column | 12.0" (On Road) | N/A |
| Skirmish Screen | 8.0" | 8.0" |
| Artillery (Limbered) | 8.0" | 4.0" (Roads 12.0") |
| Artillery (Unlimbered) | Pivot Only | Pivot Only |
Formation Specifics
- Line of Battle: Stands side-by-side. Maximizes firepower. Highly vulnerable if flanked.
- March Column: Stands 2-wide. Used for cross-country maneuver. Suffers -1 to-hit when shooting.
- Road Column: Stands 1-wide. Used for rapid transit. Cannot shoot. Automatically disordered if charged.
Maneuver Modifiers
- Double-Time March: +2.0" speed. Costs 1 Staff Pip. Unit cannot fire this turn.
- Changing Formation: Costs half of the unit's movement allowance. (e.g., Line to Column).
- About Face (180°): Costs half movement.
- Wheeling: Measure from the outside (fastest) edge of the formation.
2. Terrain & Friction
Movement through non-open terrain causes "Friction," requiring a Discipline Check to maintain cohesion.
The Friction Check
When entering or crossing Difficult Terrain, roll 1D6 against Troop Quality (Veteran 3+, Regular 4+, Green 5+).
- Pass: The unit navigates the obstacle perfectly.
- Fail: The unit immediately receives a Disorder Marker but completes its move.
Terrain Types & Effects
- Woods / Orchards: Halves movement speed. Requires Friction Check for Lines/Columns. Blocks Line of Sight beyond 2.0". Skirmishers ignore movement penalties.
- Rough Ground (Rocks/Swamps): Halves movement speed. Requires Friction Check.
- Linear Obstacles (Fences/Walls): Crossing costs 2.0" of movement. Requires a Friction Check.
- Streams / Fords: Halves movement. Units halted in water cannot fire.
3. Special Maneuvers
Passage of Lines (Moving through Friendlies)
A unit may move directly through a friendly unit, provided they have enough movement to completely clear the other unit's bases.
The Cost: Both the moving unit AND the stationary unit must immediately roll a 4+ Discipline Check. If either fails, they receive a Disorder marker.
Skirmish Screens
A healthy regiment (3+ stands) may detach 1 stand to act as a screen, placed up to 4.0" in front of the main line.
- Enemies suffer a -1 to-hit penalty when firing at skirmishers.
- Skirmishers ignore difficult terrain movement penalties.
- Evade: If charged, they may freely fall back through their parent line without causing disorder.
The "Desperate Pickets" (Light Infantry)
Regiments with the Sharpshooters or Light Infantry trait may disperse their entire formation into Skirmish Order (1.0" intervals). They gain all skirmisher defensive benefits but cannot declare Assaults.