Ottoman EmpireOttoman Empire

Ottoman Empire was at its height in the 17th century. Spanning from the Nile to the Danube and from Persia to Dalmatia, it was the largest and one of the most advanced states of its age. But cracks in its foundation have already appeared: the janissaries were transforming from the warrior class to the ruling bureaucracy. The decisive moment was the siege of Vienna of 1683, after which Turkey would expand into Europe no more.
The Ottoman power lays on two foundations: Janissary infantry and Sipahi cavalry, which work together as anvil and hammer. Assorted support units play their part. Firepower is the Ottomans' only weakness.

Units

1Janissary (main)
16 pts
Speed
2-1
Retreat
d3
Strength
2
Morale
2 (-4)
Discipline
4+
Close combat
2d6
Fire
Musket (long range): 2UW 1d6
Musket (short range): 1UW 2d6
Special rules: Infantry, Veteran
1Provincial Infantry (special)
7 pts
Speed
2-1
Retreat
d3
Strength
1
Morale
1 (-2)
Discipline
6+
Close combat
1d6
Fire
Musket (long range): 2UW 1d6
Musket (short range): 1UW 2d6
Special rules: Infantry, Untrained, Garrison Troops
1Sipahi (special)
10 pts
Speed
4-3
Retreat
d6+1
Strength
1
Morale
1 (-2)
Discipline
6+
Close combat
1d6
Fire
Assorted shooting weapons: 1UW 1d6
Special rules: Cavalry, Irregular, Pursuit
1Tartar and light cavalry (special)
12 pts
Speed
4-4
Retreat
d6+1
Strength
1
Morale
1 (-2)
Discipline
6+
Close combat
1d6
Fire
Bow: 1UW 1d6
Special rules: Cavalry, Light, Untrained, Irregular, Vanguard, Agile, Pursuit
1Kapıkulu Cavalry (rare)
18 pts
Speed
4-2
Retreat
d6
Strength
2
Morale
2 (-4)
Discipline
4+
Close combat
2d6
Fire
Pistol: 1UW 1d6
Special rules: Pursuit, Veteran, Cavalry
1Heavy Artillery (rare)
22 pts
Speed
0-1
Retreat
0
Strength
0
Morale
0 (-0)
Discipline
5+
Close combat
1d6
Fire
Grapeshot: 3UW 2d6
Special rules: Bombardment 8UW - 3d6, No retreat, Irregular, Immobile, Artillery, Heavy

Special rules

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

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

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.

Garrison Troops: While it is in a village, this unit has +1d6 close combat and an additional +1 to its discipline tests

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

Irregular: Never counts in formation with other units. Army does not lose morale when irregular units make failed retreat

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

Untrained: Cannot gain effects of tactics

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.

Bodyguard 10pts: Ignore the first failed commander risk

Deli 10pts: 4 or less of your Sipahi units set their Close Combat to 2d6 , but lose fire capabilities

Double pay 10pts: You may reroll first two failed discipline tests

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.

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.

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

Redoubt 10pts, 0-2: Before the deployment of armies, set up an emplacement on your half of the table. You may immediately deploy one unit inside it.

Reputation 10pts: Enemies have 1 less column during deployment

Rich baggage 10pts, 0-2: Once per game, when your unit is broken on your half of the table while in close combat with enemy units, these units must pass a discipline test or be broken.

Seimeni 15pts: 4 or less of your Sipahi units gain +1UW fire range

Sekban 10pts: Up to a third of your provincial infantry units gain "Scout", "Light" и "Use cover" special rules

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.

Traitor 20pts: Once per game, at the beginning of his action phase, select a formation. It cannot activate this turn.

Ottoman Empire

Ottoman Empire

Actions
Move
Activate D formations in the command radius
Raid
Activate all irregular cavalry units within the command radius. Their simple speed is increased to D for this activation, if it is smaller
March
One formation within the command radius makes a simple move with a speed of 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
Inspire
D engaged units double their strength and gain +1 to discipline tests
D
Tenacity
Any one unit may reroll a discipline test
D
Gallop
Active player
D cavalry units gain +1d6 close combat against cavalry
D
Feigned Flight
D engaged cavalry units make a simple move and can not move closer to any enemy unit in combat. Reduce combat price for 1 for each unit that ends the move not in combat, to the minimum of 1
D
Personal skill
D units in close combat with a formation of 1 unit gain +2d6 close combat
D
Chase
D units in the flank or rear of the enemy gain +1d6 close combat, and +1d6 more if their simple speed is higher
Command radius: 3UW
D is the number on the die