Campaign Rules

Note: These are a work in progress. While suggestions and constructive criticism are welcome, outright denunciation is not. It can be expected that rules here will either 1) change, 2) move, 3) both. There is a host of published material from which I draw inspiration, but none is intended to be presented here in a way that would be identifiable as coming from a commercial venture. However, there will obviously thematic or mechanical similarities, some intended and some not, as wargame designers do not reinvent the wheel and neither do I. 
I. Characters
1. Defined
Each player nation is allowed to have as many named characters as a player may wish. Each player may also create interesting and intriguing background stories to go along with these characters. However, the necessary restriction on characters which are liable to be transferred to the tabletop battlefield, and thus may (or may not!) have a significant affect on the outcome of combat, require that there be a limit to the number of characters that have a stat-line.

This upper limit of stat-possessing characters, henceforth termed  "generals" is determined as follows:
  • Each SQUADRON or BATTALION is assumed to be commanded by a major or lieutenant colonel.
  • Each REGIMENT of foot or horse is allowed a colonel. 
          Colonels have limited use within the tactical rules, but are the source from which future       generals are generated.
  • Each designated BRIGADE  must be commanded by a general. 
          Unbrigaded squadrons and battalions cannot receive leader bonuses (apart from the CinC bonus) in tabletop battles.
  • Each nation is allowed up to four "generals without portfolio" which may act as army commanders, leaders of reserves, or even as liaisons with allied armies.
The number of REGIMENTS and  BRIGADES a nation  possesses is determined by the player during initial organization of his nation's army.

Having more regiments, with fewer battalions in each, allows for more colonels who can participate directly in sieges and in assaults on Built Up Areas (BUAs). Having fewer regiments, with more battalions in each, decreases the economic costs associated with maintaining the army, but limits the number of colonels available to participate in the above mentioned actions. Fewer regiments also limits the number of colonels available for promotion to Brigadier.

2. Creation
In order to generate the individual leaders within a nation's army structure, one must first give a name for the character. Just because a character has a name does not mean they will have a stat-line, but every character with a stat-line must have a name. Battalion commanders should be named, so that losses may be determined following a battle or illness (determine battalion commander casualties by rolling 1d20 for each casualty suffered by his unit during a battle, if any of the dice have a "1" result, then the battalion commander has been killed)

To make the process of creating a roster of leaders as simple as possible, we will make certain assumptions. The first of which being that the player will create his roster of leaders in descending order of seniority, from most senior to most junior.

The following information must be recorded for any general on the Roster:

  • May be based on your nation or army's theme, ethnicity of population, or a European "sounding"-
  • Skill: Martial prowess as a strategist and/or tactician. Skill level determines the quality of generalship for the tactical rules.
  • Initiative: Propensity to act without being ordered, can border on being rash to being slothful.
  • Courage: Measure of individual bravery, which can either inspire or dishearten the men.
  • Charisma: A relative approximation of standing with the social elite and ruling house or family.
  • Honor: A sense of personal pride and martial honor. The higher the value, the more sensitive to provocation or perceived affront. Also, the general perception of one's reputation, will low honor ratings representing an unsavory character.
  • Health: The measure of stamina and robustness which is affected by age, wounding, and disease.*
*If, during initial creation, Health is <4, then add additional +2 to Health, but subtract 1 from Charisma and another 1  from Courage.

  • Determined based on rank, social class, and a die roll. Age affects Health Tests taken during each Winter Quarters phase of the campaign. Social class has an effect on the maintenance costs paid per general each campaign year.
    • Nobility: 
      • Colonel 18+d20
      • Brigadier 25+d20
      • CinC 35+d20
    • Upper Class:
      • Colonel 25+3d10
      • Brigadier 30+3d10
      • CinC 40+3d10
    •  Middle Class:
      •  Colonel 35+3d6
      • Brigadier 45+3d6
  • The most senior general in the army is ranked as "1" and each general junior to him is ranked as one number higher in sequences, for example "2", "3", and so on. 
  • The official ROSTER will designate the actual chain of seniority for all generals in the player's army and may also contain, in chain of seniority, all of the regimental leaders as well.
A. Determining Attribute Values
To determine the value of each of the attributes, roll 1d4+1d6 to achieve an initial range of scores from 2-10. As this campaign relies on the honor system, having a witness is not required, but is only encouraged.

B. Attributes Explained
The Skill attribute is a valuation of the character's ability to maneuver his troops strategically, grand tactically, and tactically, to communicate with subordinates effectively and efficiently, and to organize and prioritize the needs of his nation against the realities in the field.

 At the strategic level, Skill helps determine whether or not a force is able to force an opponent to give battle, to retreat when necessary, or to successfully pursue an opposing force.

At the Tactical level, Skill is translated into a command characteristic used by the tactical rules. The character record should be noted to reflect the appropriate command characteristic for the given skill level as listed below:

1-4      Plodder
5-7    Competent
8-9    Skilled
10  Outstanding

The skill level of a brigadier also determines his command range in the tactical rules.

While rare, a skill level may be permanently changed (+/-), based either on random events, combat wounds, or options taken by the player's nation.

With a high initiative, a character is considered a bit more rash than most others, where a low initiative means the character is difficult to get moving on his own. Most often, a higher initiative character will attack and/or pursue an enemy army or besiege an enemy city regardless of whether doing so is a good idea. Characters with low initiative will rarely engage an enemy on their own, are slow to besiege a city, and tend to dawdle when tasked to reinforce an army in battle. Armies led by generals with low initiative will never force march.

Initiative figures significantly for generals who are assigned as garrison commanders. If the commander's location is under siege, his Initiative characteristic  modifies the starting amount of supplies available to the garrison.

Generals with high courage generally lead from the front and are at a greater risk for injury or death. A general with low courage causes his troops to suffer a morale penalty, but such a cad is hardly ever exposed to danger.

An indicator of popularity with the ruling class and head of state. Individuals with high Charisma expect to lead military campaigns, attend foreign courts for the purposes of arranging treaties and alliances, be promoted over others with a lower charisma and also receive financial compensation commensurate with their court rank.

The yearly cost to employ generals may be increased by their charisma score. This additional cost accounts for graft, larger entourages, and a magnified sense of self-worth:

5-7: +1SP
8-9: +2SP
10-11: +3SP
12-13: +4SP
14: +5SP

On the other hand, these additional expenses may prove worthwhile as such high ranking individuals tend to achieve better results at the bargaining table.

A person's sense of place within society,  relative to social class, economic standing, military accomplishments, ethics, and personal mode of conduct. The higher the honor value, the more likely a character will maintain decorum and adhere to the expected rules of warfare, but also more likely to become involved in duels or intrigues against a commander who is not a "gentleman."

Lower honor values allow the character some "room" to operate within the structures of society, possibly not completely adhere to expected rules of warfare, and very rarely allows himself to become involved in a duel.

The value of honor is the sum of the die roll, plus a bonus provided by the social class of the character.
    • Nobility: +1 to +4 (roll a d4 to determine)
    • Upper Class: +1
    • Middle Class: No modifier
Honor may well help or hinder a General's efforts on behalf of his homeland. Below are the individual Honor Rating modifiers (HR):

     1     -3
   2-3   -2
   4-5   -1
     6     0
   7-8   +1
     9    +2
    10   +3


The value of the Health score represents a character's robustness and general well-being.  The lower the score, the poorer the health, while a high value indicates an energetic and active individual.

Due to combat wounds, illness, or the effects of aging, the value of the health score may be reduced (or in very rare cases, increased). The score may never exceed 10 and if it reaches 0, the character dies.

Health Test

Each Winter Quarters, every general will test against his health, this is done by rolling a d20 plus the health modifier, with the result compared against the chart below.

Modified Result
1 or less
Remove from Campaign
Serious illness
-3 to Health
Major illness
-2 to Health
“Just a trifle” illness
-1 to Health
Good health
No Effect
Robust health
+1 to Health
The reduction (or addition) to Health comes after the Health Test.

The loss of Health is permanent.

The effects of aging begin after a character reaches the age of 40. During the Winter Quarters phase, character's ages are advanced one year. If a character is 40 or older, then test on the chart below:

    Age       Mod    Health Loss
-1 Health
-2 Health
-3 Health
-5 Health
-7 Health
-8 Health
     Age is the character's age at the start of the Winter Quarter's phase. At the end of this phase, the character's age increases by one.
     Mod is the die roll modifier for any Health Test.
     Health loss is the permanent reduction to Health due to the effects of aging.

 Characters test for wounds only if they receive a wound result during a battle or skirmish. Roll a d10.
1 = dead
2-3 = critically wounded: -3 Health, out of action for remainder of campaign season.
4-5= seriously wounded: -2 Health, out of action for d6 campaign months.
6-7 = minor wound: -1 Health, out of action for 1 week.
8-10 = only a scratch! No effect aside from missing the remainder of the current battle.

Generals use much of their stat-line through the campaign season and Winter Quarters phase. Most of the interaction with character's stats are generally limited to use on a battlefield, yet they also come into play during Winter Quarters.

II. Nations

1. Background
A player has a great deal of leeway to create the theme, history, and tone of his nation. The guidelines for this are few, 
  • The theme must come from a European entity, including the Orient, but may not be a colonial, East Asian, or African theme. 
Those may well be allowable in later versions of this campaign, but the current campaign is meant to be squarely placed within 1708 Europe. 
  • The ruling family or house of the nation cannot directly tie itself to the rulers of any of the major powers of Europe. A bastard son of Louis XIV, Charles XII's nephew, etc., these types of connections are disallowed. 
The powers of Europe, for this campaign still  continue on and a direct connection may severely limit what options are available to the individuals who have been asked to "play" them.
  • Whatever theme(s) is (are) chosen, the player is expected to create a back story providing explanations for the circumstance(s). 
A full blown novel is not expected, but a good couple of paragraphs, as a blog post, would be agreeable. The idea behind this campaign is for each player to create a realistic nation that could conceivable "fit" within our own history of Europe. Hence, a Turkish invasion of the Flanders, in 1704, is out of the question. BUT! A minor noble of some European house, who happens to be obsessed with Turkish styles, dress, and even art and literature, could easily be fitted into a new nation by way of "e's rich enough to like whatever 'e likes!."

2. Government 

A player must establish what type of governmental system his nation utilizes. Acceptable choices may include, but are not limited to:
  • Republic
  • Absolute Monarchy
  • Constitutional Monarchy
  • Confederation
  • Theocracy
  • Oligarchy
 [I need to add characteristics of government types which differentiate them from each other. Possibilities include: trade bonus/penalty, social class modifier, religious tolerance/intolerance, acceptance of other government types, national morale modifiers, chance for migration]

The player "runs" the country, but acts as an observer and recorder of the events, via his blog. When the player makes a decision, there should be a story behind it, with enough detail to make it interesting. This does not mean one must search the internet or reference books for pictures to include, or post encyclopedic entries, but enough should be there for the reader to understand how and why things have happened.

3. Symbols

The most important symbol for the campaign is the national flag or standard. This can be an original work by the player or chosen from a historical flag. However, if the latter, then an explanation as to how this came about must be provided in the nation's history. 

Any other symbols, whether Roman, Greek, Turkish, etc., are wholly up to the player and as they to not direct the course of the campaign, nor interact with the tabletop battles rules, then the player is free to incorporate whatever symbology they wish and where, as long as rule II.1 is followed. 

4. Settlements and Population

A given nation's population and the locations of settlements (cities, towns, etc.) are indicated on the campaign map and player briefings. The population is necessarily abstracted, given that this campaign is set in an alternate timeline and thus can only be guided by figures from our own history. The locations of settlements (also called population centers) are based upon their historical locations, but may be modified by the needs of the campaign or the events of the alternate timeline.

Population centers represent not only a single location of size, but also the surrounding communities. They range in size, from smallest to largest, village, minor town, major town, minor city, major city, capital city.

5. Economy
A. Population centers are important as they supply the armies of the nation. Each population generates Supply Points (SP) which are calculated at the end of each campaign season. So, control of one's cities is critical throughout the campaign, as loss of control directly leads to loss in income. 1 SP is equal to the amount of supply necessary to support 1 infantry battalion/cavalry squadron/artillery battery for one campaign season. Construction of bridges, fortifications, etc., also have an SP cost, which will be fully explained below.

Supply Points are generated as follows:
  • Capital City: 16
  • Major City: 12
  • Minor City: 10
  • Major Town: 6
  • Minor Town: 4
  • Village: 1
*Port City multiplier x3 (ocean only)
*Trade City Multiplier x2 (major river only)
*Abundant Farms multiplier x1.5
Note: These numbers and multipliers are likely to be adjusted prior to the start of the campaign.
SPs are not accumulated over time, so they do not transfer , for that campaign season. If, after the subtracting the SP "cost" of the nation's army, there is any excess, these can be give to neighboring allied players at the rate of 2 SPs spent for each 1 received. If an allied army remains within the borders of the supplying nation for the entire campaign season, then the ratio is 1:1.

A nation's army operating outside its borders costs double its SPs. These are "spent" immediately after it crosses the border and are subtracted from the excess, if any.

If a nation's SP expenditures exceeds its requirements and it cannot meet this need through SP gifts from allies, then it will suffer from being out of supply.

B. Trade Agreements. For every trade agreement made with a minor power, multiply total base SP generated by 10 percent;for every trade agreement with a major power, multiply total base SP generated by 15 percent. Being involved in a war against a trade partner immediately ends the trade agreement.

Player A base SP is 80 and his nation has trade agreements with three minor powers and two major powers:
+24 (80x 30% ; (80x.10)+(80x.10)+(80x.10)
+24 (80x 30%; (80x.15)+(80x.15)
Grand Total: 124SP

C. Supply Depots
       A depot may only be established in a city, whether capital, major, or minor. This can be a friendly or allied city, but a depot can also be established in an enemy city that is occupied by a friendly force. A depot requires a garrison of one battalion (beyond the fortification garrison) if in friendly or allied territory (an allied unit may be used as a garrison in a depot based in an ally's nation), but the garrison of a depot in an enemy city must be at least two battalions. This garrison is in addition to the normal garrison for that population center.
      A depot will supply any friendly forces up to six hexes distant. If a force is seven or more hexes from a supply source or depot, it is considered out of supply.

D. Supply sources
     While operating in one's own nation, a supply source will suffice to keep one's armies fed (but not replace lost figures). A supply source is any friendly population center larger than a village; a village is assumed to be too small to have enough carts for transport or enough food on hand to be eaten by the troops and horses.
     While a supply depot will easily support an army of any size,  supply sources can only supply a number of battalions, squadrons, and batteries equal to the total of their supply rating. The number of units present in a force, which exceed the combined supply rating of the population centers in adjacent nodes are considered to be out of supply. For example, if Player A has a force of 16 units in a node and the supply rating for that node (calculated by adding up the supply ratings for all friendly population centers in adjacent nodes) is only 12, then four units (battalions, squadrons, or batteries) are out of supply and must suffer an appropriate Attrition Roll.

     As long as the force being supplied was in supply at the beginning of the week or at the end, then it is considered to have been in supply for the whole week. Otherwise, it is out of supply and suffers from attrition.

This all or nothing approach may seem harsh, but with two to four nodes of movement and the ability to establish supply depots, the players are afforded ample opportunity to start or end a campaign week in supply.

6. Military

A. Appearance
In order to accomplish the goals of the campaign 1) promote interest in a new period for the club members, 2) provide an incentive to build new wargame armies, and 3) form a foundation for a long period club event, the armies of each nation should be constructed with figures compatible with the Nine Years War through the end of the Great Northern War. In a pinch, English Civil War figures could be used for militia formations, but War of the Austrian Succession and later figures should be studiously avoided.

That being stated, the appearance of a nation's army is solely up to the player. If one wishes, he could paint up an army for a historical nation, and with adequate background explanation, use it within the campaign. Alternatively, the player can choose to design uniform color arrangements completely unseen in historical armies.

B. Organization

The military organization of each nation is up to the player, based upon a number of choices each player makes prior to establishing the order of battle for his army.

Each player must select one of the following powers as the major "influence" of his army:
  • England
  • France
  • Austria
  • Sweden 
  • Ottoman Empire
This is merely an organizational influence, not necessarily one of appearance, which determines certain key elements that are factors in the tactical rules used for the campaign (Beneath the Lily Banners, 2nd Edition). 

     Foot -   Fire by Platoon if Drilled or better, otherwise Fire by Rank.
                  At least 50% of battalions must be armed with pikes.
     Horse - Rated as Blade, except Dragoons which are Bullet.
                  Ratio of Horse to Dragoons is 2:1.
Every squadron of Dragoons must be matched by two or more squadrons of Horse
Note: A Scots army may be selected, with the highlander infantry counting as Tribal and all of the cavalry must also be classed as Tribal.  They may also have Rank Firing infantry.
     Foot -   Fire by Rank.
                  May choose to arm battalions with pikes, but not required.
     Horse - Rated as Bullet.
                  Ratio of Horse to Dragoons to Cuirassiers is 3:2:1. 
Every squadron of Cuirassiers must be matched by at least two squadrons of Dragoons which must be matched by three or more squadrons of Horse.
     Foot -   Fire by Rank.
                  At least 50% of battalions must be armed with pikes.
     Horse - Rated as Bullet
                  Ratio of Cuirassiers to Dragoons is 1:1.
Every squadron of Dragoons must be matched by at least one squadron of Cuirassiers. 
     Foot -   Fire by Rank
                  Center stand is replaced by pikes, thus only has two stands for shooting.
                  Follow rules for Movement, Charging, and Shooting in BLB2 on page and Close Combat   and Morale on page 81.
     Horse - Follow rules for Swedish horse from BLB2. For every five battalions of Foot, there must be four squadrons of Horse.
     Artillery - For every one artillery battery, there must be a full twelve infantry battalions.

    Ottoman Empire
     Foot - Fire by Rank
                Are automatically considered "big battalions."
                Half of Foot battalions in army must be irregular tribal infantry.
                Prestige arm is "a la' bayonnette" and starting army is configured appropriately.
                Irregulars are musket armed, but do not receive the +1 All Musket shooting bonus.
                Janissaries may not have pikes.
                Irregulars cannot be brigaded with regulars.
                Follow rules for Movement, Charging, and Shooting in BLB2 on page () and Close Combat and Morale on page ().
                Half of Horse squadrons must be irregular.
                May have as many guns as there are battalions of regular Foot.

C. Regiments, Brigades, Armies.
  • Infantry regiments may have anywhere from 1 to 6 battalions. Each regiment is commanded by a Colonel and each battalion by a major or a Lieutenant Colonel (only one Colonel and LtC per regiment).
  • Cavalry regiments may have 1 to 4 squadrons (note: each wargame squadron is comparatively equal to two real squadrons), with the regiment lead by a colonel and each squadron by a captain.
  • Artillery units are never grouped in an organization higher than that of a battery,  which is lead by a captain, if militarized, otherwise the gunners are civilians.
  • Brigades of Foot may contain 3 to 6 battalions. Of Horse, may contain 2 to 8 squadrons and neither may have any higher levels of formation.
  • Armies of this period did not have an organizational structure between that of brigade and army. Therefore, no divisional or corps formations are allowed for this campaign.

     D. National Characteristics
    The players are allowed to tailor their armies to a certain extent, by selecting from the following list of national characteristics. Some items on this list only affect the tactical rules, while others have a greater affect on the campaign rules.
    Note: This list is a work under construction and is apt to be modified to a greater or lesser degree based upon feedback prior to campaign start. 

    The base starting army for each nation is based on the power which is the major "influence" for the player nation. The numbers of units may be modified based off of the additional characteristics chosen.

    England: starting army is 12 battalions, 8 squadrons, 2 field guns.
    France: starting army is 10 battalions, 10 squadrons, 2 field guns, 1 positional gun.
    Austria: starting army is 14 battalions,  6 squadrons, 3 light guns.
    Sweden: starting army is 8 battalions, 8 squadrons, 1 light gun. 
    Ottomans: starting army is 10 battalions, 9 squadrons, 2 light artillery

    Additional Characteristics

    • Battalion organization (choose one)
            Big battalions: infantry battalions have four stands. Reduce the starting army size by two battalions.  
            Small battalions: starting army receives one two-stand unit of Elite grenadiers. Thereafter, every six battalions raised provides another two-stand unit of grenadiers.
    Note: All grenadier units raised in this manner may be converged into a battalion or multiple battalions.
      • Prestige service arm (choose one)
               l'arm Blanche: cavalry is prestige service arm. One squadron is promoted to Guard, add two squadrons of which type of cavalry makes up the highest proportion, they are Elite.  
                   a la' bayonnette: infantry is prestige service arm. One battalion of infantry is promoted to Guard, add two battalions of Elite.

        Maximum army size
        You cannot have an army that exceeds the support capacity of your country, period. This includes loaned units, but not allied troops. If your army is already at the maximum, then no new units can be raised, without disbanding a unit first. An alternative is to hire out units to other powers or players...which can be somewhat risky for the troops involved.

        Starting Allotment of Generals
        Players have 12 points from which to choose their starting number of brigadiers and generals without portfolio. Each infantry brigadier is 1pt, cavalry brigadier is 2pts, and generals without portfolio are 2pts. Infantry brigadiers should be based as a dismounted model, on a 30mm-50mm round base; cavalry brigadiers should be mounted, with the same base sizes as infantry brigadiers; a general without portfolio should be mounted and have at least two models on a round base of 50-75mm in size.

        A general without portfolio (GwP) receives a re-roll on any ONE attribute at initial creation, but the second result MUST be accepted. Also, such a general may be tasked to lead a force, as though he were a CinC, and should the CinC be killed or retire, the most senior general without portfolio becomes his replacement.

        Additionally, if present on a battlefield where the CinC is present, a general without portfolio may act on behalf of the CinC in changing brigade objectives, giving targeting commands to artillery batteries, and leading assaults on BUAs. However, a GwP does not have a command radius and does not provide combat modifiers to battalions or squadrons, with the sole exception of when leading an assault on a BUA.

        E. Unit Quality

        Elements of the starting armies are all Drilled, except for those regiments/squadrons upgraded (or downgraded) due to the selected additional characteristics.

        New units are always recruited as RAW, but with enough experience, they will eventually become Drilled ("trained"is a synonym). Once a unit is Drilled, it may perform well enough to become Veteran, then perhaps Elite in the future. The ultimate level is Guard, but few battalions will be able to sustain their quality long enough to achieve Guard status.

        Raw troops, if kept in garrison, will become Drilled at the end of the campaign season in which they were raised. Alternatively, a Raw unit may gain enough combat experience to be rated as drilled.

        Veteran, Elite, and Guard qualities can only be acquired through combat experience and being awarded Battle Honors.

        In order to determine if a unit improves in quality between battles, it must have receive fired (or been involved in a melee) which resulted in the unit taking a morale test, or have taken or defended a contested objective. In the case of Raw troops, roll three dice and if the result for each is a 4+, then the battalion or squadron is upgraded to Drilled quality.

        Unity quality check.
        When units receive replacements, the quality of the unit may suffer.  To determine whether or not this happens, the unit must make a quality check.  To do this, roll a d20; if the result is greater than the number of figures being replaced, then then quality level is unchanged, otherwise, the quality level drops by one grade.  Elite units receive a +1 modifier and Guard units receive a +2 modifier.

        end of battle resolution

        1. Determine combat casualties
        2. Determine pursuit casualties, if any.
        3. Regain immediate casualty returns.
        4. Determine replacement arrival.
        5. Determine quality check.

        F. Battle Honors

        When a unit earns a battle honor by capturing an enemy standard as a result of melee (or capturing an objective that was contested), at the end of the battle, it has a chance to gain a random battle honor characteristic. If the enemy standard is lost before the end of the battle (or if the objective is lost), the unit does not receive a battle honor characteristic. Units which have gained a battle honor will draw from custom card decks based on national characteristics.
        Note: Battle honors and ignominy modify aspects of the tactical rule set used for the campaign.
        Battle Honors
        • Bayonet Drills: re-roll misses in first round of close combat it fights in a battle. (F)
        • Courageous: Ignore any result of Shaken
        • Valiant: Re-roll morale roll, if no casualties yet taken. (S)
        • Impetuous: When valid target is visible and in charge range, unit must charge. (F)
        • Bravest of the Brave: +1 to all morale tests. (S)
        • Ferocious: Re-roll misses in first round of any close combat in which it charged.
        • Fire Drills: +1 to shooting roll. (E)
        • Anti-Cavalry: +1 to roll to for defense against cavalry formation (infantry), +1 in first round of combat that unit counter-charged (cavalry).
        • Boot to Boot: +D3 in combat vs cavalry (cavalry), +D3 in combat against foot (infantry).
        • Expert Foragers: Unit ignores the effects of Isolation.
        • Well Led: Unit does not require an order to move. (can always move, regardless of command die roll each turn).
        • Marksmen: Unit may elect to re-roll the shooting die during fire combat,  must accept second result. (E)
        • Stalwart: Automatically passes first morale test taken as a result of casualties.
        • Stubborn: Re-roll one morale roll in a battle.
        • Superbly Drilled: May make one free formation change per turn.
        • Tenacious: Ignore first auto-break condition after losing a round of melee.
        • Close Combat Specialists (*Grenadier battalions only): May roll one extra die in close combat. If the die scores a 1, then roll again, if the second roll is also a 1, Grenadiers suffer one additional casualty.
        • Ave Imperator:Unit quality is improved by one step (ie, veteran to elite)
         E = England, F = France and Austria, S = Sweden
        Battle honors are lost under the following conditions: 1) the unit is completely wiped out in combat, either shooting or close combat *(destroyed in a pursuit also counts). 2) the unit is captured and not immediately exchanged after the battle. 3) unit fails a quality check.

        The chance to gain a characteristic is primarily determined by country of influence, which determines the number of individual cards available from the battle honors deck. The battle honor is selected by the player, randomly, One card for each type of battle honor, plus one additional card for each battle honor marked with your nation of influence, are added to a deck of ten blank cards (two of these can be exchanged for a one-use re-roll during the next battle). Shuffle this deck, cut it, and then draw one card; the unit gains the honor listed, if any, on the card. In the case of Ave Imperator, additional cards may be added to the selection based on the number of years a unit has been actively campaigning, with a maximum of three cards of this type.

        When a unit loses its standard during a battle, and if the enemy commander does not allow its return, the unit acquires an ignominy characteristic, from the list in Black Powder. However, it a
        So gains hatred against the unit which captured its standard, which lasts until its ignominy status is cleared.
            There are a few ways to clear ignominy:
                  Earn a battle Honor
                  Beat a hated foe in melee
        Any unit that suffers an Ignominy will randomly draw an ignominy  card which effects will remain until unit regains its honor.

        III. Strategic Turn

        1. Moving Units
        A. Forces
        In order to move a force (one or more tactical units), a player must have at least one general attached to it. If there is more than one general attached to a single force, then the most senior general is designated as the "force commander" and it is his stat-line and abilities that will be used in case of combat or reactions.

        These is no upper limit to the size of the force, but the minimum size is one battalion, squadron, or battery. A siege train or bridging train make be equivalent to one or more battalions, depending on its size.

        A force may "pick up" or "drop off" additional units simply by moving to the same location as the unit being added or to where the unit is being stationed.

        B. Movement
        Each campaign turn is roughly equal to one week of real time. Since, during the period covered by this campaign, good-quality road were scarce, the distance a force can travel during a turn is rather short; a force  may move up to two nodes, three via force march; a force starting its turn on a waterway may move up to four nodes along that waterway, but may not elect to force march.

        2. Engineering Activities
        A. A player may elect to have a force perform one engineering activity per strategic turn.

        IV. Tactical Rules Additions/Changes

        1. Command and Control

        A. Command Radii
        The command radius for CinCs and brigade commanders is modified by the skill level, and thus command characteristic, of the character.

             Plodder            10 inches
             Competent       12 inches
             Skillful             14 inches
             Gifted.             18 inches

             Plodder.           6 inches
             Competent.      8 inches
             Skillful.           10 inches
             Gifted.             12 inches

        B. Battlefield Objectives

        For every general present with the army, during a battle, one objective marker will need to be placed on the battlefield before either army deploys its troops.
        Objective markers should be placed at some easily identifiable landmark on the table, whether it be a house or other building, a river crossing, a hill, a clump of trees, or a section of a fence or wall, etc., Attackers may place their objective markers no closer to the friendly table edge than 2/3rds the width of the depth of the table. For example, if playing along the long side of a 8x6 table, then the objective marker(s) may be placed no closer than 4' from your table edge. Defenders must place their objective markers within 1/3rd to 1/2 the distance from their friendly table edge. If playing on the same table above, the defender's objective(s) must be placed within 2'-3' of their friendly table edge.

        Capturing an objective occurs when  a friendly infantry battalion or dragoon squadron moves to within four inches of the objective marker and no enemy units are within 12" of the same marker. Only one friendly unit may be credited with the capture and the objective is not contested if no enemy unit within 12" of the market shoots at or melees the capturing unit. The friendly unit receiving the credit for capturing an objective is the one closest to the objective marker. If two units are equidistant to the marker, then the unit which first arrived at the objective is credited with the capture. If more than one unit arrived at the same time, then roll a die for each, with the highest scoring unit receiving the credit.

        C. Flank Marches

        In order for an army to attempt a flank march ,  this must be decided upon prior to deployment on the battlefield. The flanking force must be assigned a general from those present for the battle.

        Successfully completing a flank march, and thus be in position to conduct a flank attack, requires the general in command of the flanking force to pass a skill test ( the degree of difficulty depends on the weather, terrain, and time of day).