Ottoman EmpireOttoman Empire

Losing a big part of its influence in the Balkans, Asia and Egypt, the Ottoman Empire has begun to slowly reform. The fruit of these reforms is yet to be seen in this period.
In the time, when huge armies of centralized stated fought each other in Europe, the mostly feudal Turkish army lost every time it gave a big battle to another Great Power, and relied mostly on its remoteness and fortifications to defend its territory.

Units

1Janissary (main)
15 pts
Speed
2-1
Retreat
d3
Strength
1
Morale
2 (-4)
Discipline
4+
Close combat
2d6
Fire
Musket: 2UW 2d6
Special rules: Infantry
1Provincial infantry (special)
12 pts
Speed
2-1
Retreat
d3
Strength
1
Morale
1 (-2)
Discipline
5+
Close combat
1d6
Fire
Musket: 2UW 2d6
Special rules: Infantry
1Sipahi and Mamluks (special)
9 pts
Speed
4-3
Retreat
d6
Strength
1
Morale
1 (-2)
Discipline
6+
Close combat
1d6
Fire
Assorted shooting weapons: 1UW 1d6
Special rules: Cavalry, Pursuit, Light, Irregular
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
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

Special rules

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.

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

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"

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

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

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

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.

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
Move in columns
One formation 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+3 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
Mounted skill
D cavalry 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