States of Troops
- eager defending troops who lose (not tie) a firing attack;
- troops who fail their Morale Check when attempting to charge;
- cavalry charging infantry, if the infantry pass their Morale Check;
- cavalry who have pursued or destroyed a routed infantry or cavalry unit, after they finish their pursuit;
- cavalry who have pursued routed infantry or cavalry off the map, or routed infantry to the edge of woods;
- eager units passed through by a fleeing unit.
- infantry units that win a Locked in Combat situation.
- defending cavalry who are already shaken and lose a firing attack;
- defending infantry who are already shaken, lose a firing attack, and fail to pass a Morale Check;
- attacking infantry who are already shaken, lose a firing attack, and fail to pass a Morale Check;
- defending infantry who are charged and fail a Morale Check;
- anyone who loses a Locked in Combat situation;
- shaken units passed through by a fleeing unit.
- their general spent 1 PIP (command point) to make them start firing;
- infantry and artillery automatically start firing when they are fired on, provided that they themselves could hit the unit that has fired on them (i.e. you don't start firing forward if you were fired at from the flank or rear, and infantry don't start firing at distant artillery);
- infantry automatically begin firing when they pass a Morale Check when charged by cavalry (in addition to automatically forming square);
- artillery automatically begin firing when charged from the front;
- their general spends 1 PIP to make them stop firing;
- at the beginning of any player's Firing Phase, they cease to have a valid target.
Silenced & Limbered / Unlimbered
- As described below under Artillery, artillery units can become silenced when either defeated by enemy artillery in a firing attack while already shaken or successfully charged by enemy infantry or cavalry.
- Artillery is either limbered (i.e. the guns are hitched to their horses) or unlimbered; only limbered artillery can move, though unlimbered artillery can pivot (if not in a state of Firing). Silenced artillery is marked with a Silenced marker and limbered artillery with a Limbered marker.
Fleeing & Rout
Rules of Play
Building an Army
States of Troops
Sequence of Play
Fleeing & Routing