PrussiaPrussia

After the debacle and national embarrassment of 1806 , the Prussian state has undergone a total reform. They said, that while in the other countries the army serves the state, in Prussia the state serves the army. Small, poor and not very populous country, Prussia relied on its military power as the main advantage, and strove to mobilise every part of the society either to serve in the army, or work for it.
The totality of conscription forced Prussia to try to imitate the French military doctrine, which allowed to effectively utilise large masses of not very disciplined troops. Nevertheless, the rich Prussian military tradition remained relevant.

The list represents the prussian army after 1806-09 reforms. To represent Prussia before reforms, use the Age of Reason list.

Units

1Line and Reserve 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
1Jaegers (rare)
16 pts
Speed
2-2
Retreat
d3
Strength
1
Morale
2 (-4)
Discipline
5+
Close combat
1d6
Fire
Musket: 2UW 2d6
Special rules: Infantry, Light, Veteran, Use cover
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
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
1Landwehr cavalry (special)
10 pts
Speed
4-2
Retreat
d6
Strength
1
Morale
1 (-2)
Discipline
6+
Close combat
1d6
Special rules: Cavalry, Pursuit, Gallop, Lancer, Untrained
1Hussars (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 and cuirassiers (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
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

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

Corps commander 60pts, 0-2: You get a sub-commander. You roll 1 more action die each turn, if there are friendly engaged units in his command radius.

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"

Congreve rockets 5pts: One of your light artillery units loses grapeshot fire capabilities, but gains +2 UW bombardment range and +3d6 additional bonus against units even partly inside a village

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

Freikorps 15pts: 4 or less of your untrained units gain "Scout", "Vanguard" and "Agile"

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.

Prussia

Prussia

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
Skirmishers
D infantry units in combat, but not aged with the enemy, gain +1d6 strength
D
Nation in Arms
D units gain +1 strength for each your unit type engaged: infantry, cavalry, artillery, untrained
D
Drill
D infantry units not in close combat may make a difficult move
Command radius: 3UW
D is the number on the die