AustriaAustria

The Austrian monarchy was politically opposed to the revolutionary France, but often lost to it on the field of battle and looked for compromise. After the defeat of the French in Russia, Austria was not keen to change sides once again, but unwillingness of Napoleon to compromise forced them to join the coalition and fight to end Napoleons's reign.
Conservative and traditionalist, the Austrian army was not keen to rapidly reform. Slow-moving and unwieldy, it has first defeated Napoleon in a big pitched battle at Aspern-Essling, relying on their discipline and quality execution of linear tactics.

Units

1Line Infantry (main)
16 pts
Speed
2-1
Retreat
d3
Strength
1
Morale
2 (-3)
Discipline
4+
Close combat
2d6
Fire
Musket: 2UW 2d6
Special rules: Infantry, Ready for casualties
1Grenzer (special)
13 pts
Speed
2-2
Retreat
d3
Strength
1
Morale
1 (-2)
Discipline
5+
Close combat
1d6
Fire
Musket: 2UW 2d6
Special rules: Infantry, Light, Use cover, Vanguard
1Landwehr (special)
12 pts
Speed
2-1
Retreat
d3
Strength
1
Morale
2 (-3)
Discipline
5+
Close combat
2d6
Fire
Musket: 2UW 2d6
Special rules: Infantry, Untrained, Ready for casualties
1Grenadiers (rare)
20 pts
Speed
2-1
Retreat
d3
Strength
1
Morale
2 (-4)
Discipline
4+
Close combat
3d6
Fire
Musket: 2UW 2d6
Special rules: Infantry, Veteran
1Hussars and Chevaulégers (special)
16 pts
Speed
4-3
Retreat
d6
Strength
1
Morale
1 (-2)
Discipline
5+
Close combat
2d6
Special rules: Cavalry, Pursuit, Gallop, Light, Vanguard, Agile
1Dragoons (special)
16 pts
Speed
4-2
Retreat
d6
Strength
1
Morale
1 (-2)
Discipline
4+
Close combat
2d6
Special rules: Cavalry, Pursuit, Gallop, Veteran
1Lancers (special)
16 pts
Speed
4-2
Retreat
d6
Strength
1
Morale
1 (-2)
Discipline
5+
Close combat
2d6
Special rules: Cavalry, Pursuit, Lancer, Gallop, Light, Vanguard
1Cuirassiers (rare)
24 pts
Speed
4-2
Retreat
d6
Strength
2
Morale
2 (-4)
Discipline
4+
Close combat
3d6
Special rules: Pursuit, Veteran, Cavalry, Gallop
1Field artillery (rare)
15 pts
Speed
2-2
Retreat
0
Strength
0
Morale
0 (-0)
Discipline
4+
Close combat
1d6
Fire
Grapeshot: 3UW 2d6
Special rules: Bombardment 6UW - 2d6, No retreat, Artillery, Immobile
1Heavy artillery (rare)
22 pts
Speed
1-1
Retreat
0
Strength
0
Morale
0 (-0)
Discipline
4+
Close combat
1d6
Fire
Grapeshot: 3UW 2d6
Special rules: Bombardment 8UW - 3d6, No retreat, Artillery, Immobile, Heavy
1Horse artillery (rare)
24 pts
Speed
2-2
Retreat
d3
Strength
0
Morale
0 (-0)
Discipline
4+
Close combat
1d6
Fire
Grapeshot: 3UW 2d6
Special rules: Bombardment 6UW - 2d6, Artillery

Special rules

Agile: Gains an additional +1d6 to close combat when attacking flank or rear

Armor: Enemy gains a disadvantage for each of your units with armor in the line of fire

Artillery: -1 die when bombarding formations consisting only of artillery units.

Bombardment 6UW - 2d6: Light artillery

Bombardment 8UW - 3d6: Heavy artillery

Cavalry: Disadvantage while engaged within broken and very broken terrain. Units gain -1 die when bombarding formations consisting only of cavalry units.

Gallop: During your active turn the unit gains +1d6 in close combat against cavalry

Heavy: Counts as 2 artillery units when calculating the army's strategic rating

Immobile: The unit cannot move in the turn it bombarded. The unit loses fire and bombardment capabilities in the turn in which it moves. Slows down to 1UW when moving through broken terrain. Cannot move through very broken terrain.

Infantry: +1 discipline when within a village

Lancer: +1d6 to close combat against formations of 1 unit

Light: Does not increase combat price on retreat. Does not suffer disadvantage while within very broken terrain.

No retreat: Cannot retreat

Pursuit: Infantry units in contact with this unit cannot retreat if this unit is not within broken or very broken terrain

Ready for casualties: When the unit is destroyed, your army loses 1 less morale (already included in the unit's profile)

Untrained: Cannot gain effects of tactics

Use cover: While within broken or very broken terrain, the unit gains +1d6 close combat

Vanguard: When determining distance from the commander, count the formation consisting only of units with Vanguard as being at half range, as well as all units within them

Veteran: Does not count towards the unit limit of your tactics and always receives your tactic's effect

Assets

Wing commander 40pts, 0-2: You get a sub-commander.

Aide-de-Camp 5pts, 0-3: Once per game double your command radius until the end of turn. This turn, your opponent cannot use "intercept orders" asset

Artillery academy 20pts: You may reroll ones when making a bombardment roll

Bodyguard 10pts: Ignore the first failed commander risk

Cavalry reconnaissance 10pts, 0-2: 4 or less of your light cavalry units gain "Scout"

Excellent horses 40pts: Your cavalry units gain advantage in close combat against enemy cavalry in your active turn.

Excellent logistics 10pts, 0-2: You have 1 more column during deployment

Experienced staff 10pts: +1 command radius for your commander (does not work for sub-commanders)

Extra gunners 5pts, 0-2: Once per game, when the enemy artillery unit is broken while in contact with you units, take control of it instead.

Field hospital 15pts: +15% starting army morale

High quality powder 5pts, 0-2: Once per game you may reroll all dice in your combat roll

Holy banner 5pts: After deploying your army, select one main unit. It gains +3 strength. When it retreats, your army loses 2 morale.

Howitzers 15pts: Ignore the penalty for bombarding cavalry. Count target formations as 1 unit bigger when bombarding.

Infantry reconnaissance 15pts: 4 or less of your light infantry units gain "Scout"

Intercept orders 5pts: Once per game, when your opponent uses "Move reserves" action, deny it

Master reconnaissance 15pts: One of your columns of choice may set up after the enemy has deployed his entire army

Military priests 15pts: Once per game add +1 to your infantry units speed

Mobile staff 15pts: Each turn, you can move your commander up to 2UW once in the action phase

Reputation 10pts: Enemies have 1 less column during deployment

Snipers 10pts: Enemy's commander risk roll fails on 1 or 2

Spy 10pts, 0-2: Once per game, during any players start combat phase, remove a die from your enemy's tactic

Strategy 15pts, 0-2: +1 strategic rating

Tactical expertise 15pts: An extra action die that you can use only for tactics (use a die of another color). If it is already on the board, you cannot roll it.

Austria

Austria

Actions
Move
Activate D formations in the command radius
Move reserves
One formation makes a difficult move with a speed bonus +D. At no point it may move within 3UW of an enemy unit
Move commanders
Move all your commanders up to D+2 UW
Tactics
D
Grenadiers, attack!
1 infantry cancels the effect of an emplacement in contact with it, and gains advantage in close combat against units within broken or very broken terrain
D
Inspire
D engaged units double their strength and gain +1 to discipline tests
D
Square formation
Passive player
D infantry units cancel flank bonuses for enemies in close combat with them; and gain +1 to discipline tests if they are in close combat with cavalry
D
Cavalry onslaught
D cavalry units not in close combat may make a simple move of up to 1UW
D
Tenacity
Any one unit may reroll a discipline test
D
Hold the line
Passive player
D units halve their retreat and may turn at the end of it
D
Military tradition
For every 5 points of this combat markers' price, up to D of your engaged units gain +1 strength, up to +4
D
Men of Iron
D cavalry units gain Armor special rule
Command radius: 3UW
D is the number on the die