Russian EmpireRussian Empire

Having defeated the Swedish in the Great Northern War, Russia forced its way into the European politics, and took part in all major wars of the century. It also made gains in Siberia, and in the Black Sea region at the expense of Turkey. At the end of the century, Russia had its part of divided Poland and was firmly established as a great power.
Not being the best-drilled or quick, the Russian soldier showed great fortitude, and conscription allowed Russia to gather big armies. Being a European army, the Russians never gave up the use of irregular cossack cavalry.

Units

1Line Infantry (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
1Conscripts (special)
12 pts
Speed
2-1
Retreat
d3
Strength
1
Morale
2 (-4)
Discipline
5+
Close combat
2d6
Fire
Musket: 2UW 2d6
Special rules: Infantry, Untrained
1Foot Guard (rare)
20 pts
Speed
2-1
Retreat
d3
Strength
2
Morale
3 (-6)
Discipline
3+
Close combat
2d6
Fire
Musket: 2UW 2d6
Special rules: Infantry, Veteran, Elite
1Cavalry (special)
12 pts
Speed
4-2
Retreat
d6
Strength
1
Morale
1 (-2)
Discipline
5+
Close combat
2d6
Fire
Pistol: 1UW 1d6
Special rules: Cavalry, Pursuit
1Field artillery (rare)
15 pts
Speed
0-2
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)
20 pts
Speed
0-1
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
1Dragoons (special)
16 pts
Speed
4-3
Retreat
d6
Strength
1
Morale
1 (-2)
Discipline
5+
Close combat
1d6
Fire
Carbine (long range): 2UW 1d6
Carbine (short range): 1UW 2d6
Special rules: Scout, Use cover, Light, Vanguard
1Cossacks (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

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.

Elite: Every time this unit retreats, your army loses 1 morale

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

Scout: When deploying armies this unit can be set up as usual, or anywhere on the field, more than 3UW away from enemy units, columns or deployment zone

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.

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

Bodyguard 10pts: Ignore the first failed commander risk

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.

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.

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

Pike companies 0pts: Any number of your infantry units gain advantage in close combat and disadvantage in fire

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.

Regimental artillery 6pts, 0-4: One of your infantry units gains an advantage in fire

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.

Scouts 10pts, 0-2: Three or less of your veteran 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.

Russian Empire

Russian 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+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
Tenacity
Any one unit may reroll a discipline test
D
Brave is safe
Reroll D discipline tests. At the start of your turn remove the die from this tactic
D
Mounted counterattack
Passive player
D cavalry units not in close combat may make a simple move no longer than 2UW
D
Hold the line
Passive player
D units halve their retreat and may turn at the end of it
Command radius: 3UW
D is the number on the die