The credit for this variant goes to Gary Preston, not me.
This variant uses the Battle Cry command cards and combat mechanics.
Infantry get
4 stands.
Cavalry get 3
stands
Skirmishers
get 2 stands
Elite units get an extra stand. Levy
units get one less stand.
A unit faces
a hex corner. The two hexes it faces are referred to as its frontal hexes.
It also has two flank hexes and two rear hexes. Units may only
battle units in their frontal hexes (or frontal arc, for ranged units), and
generally may only move into their frontal hexes (skirmishers excepted).
Infantry
& artillery move 1.
Skirmishers
move 2
Cavalry move
3.
Skirmishers and
cavalry may move and battle.
Artillery may
move or battle.
Infantry may
move and battle, but only at range 1.
Troops facing
the same way in adjacent hexes with the same move allowance may all move
together on a single move order (group move).
All such
troops must be in the same battlefield section.
This doesnt
change the number of units you may order with a card you can move a group,
but may only battle with those units you have ordered.
A skirmish
card may either order a single unit, or order all your skirmishers.
Troops may
only move into their frontal hexes, except skirmishers, who can move and face
in any direction. For every hex you
move forward, you may change direction by 1 hexside. You may also turn in a
hex, using one movement point per hexside. Finally, all troops may instead of
moving spin to face any direction.
Troops which move
into the frontal hex of enemy must stop, and may move no further than turn.
They may use spare movement capacity to turn within the hex.
Cavalry may
not enter woods.
Crossed
sabers are a miss except against lone generals & skirmishers.
Infantry roll
3,2,1 dice (but only have a range if one if they moved)
Light cavalry
roll 3 dice
Heavy cavalry
roll 4 dice.
Skirmishers
roll 1,1 dice (range 2, always roll 1 dice)
Add a dice if
fighting the flank or rear of enemy.
Skirmishers
may pass through and be passed through by anyone.
Skirmishers
in the open forced to retreat my mounted are destroyed.
Destroyed skirmishers
dont count as flags.
French may
charge 2 hexes into combat, and get an extra dice if theyve just moved into
contact.
British get
an extra dice when battling units who have just moved into contact with them.
Russian
infantry ignore flags.