Russian EmpireRussian Empire

Having reached almost peak expansion after the partition of Poland in 1792, Russia strove for power in Europe, but the change of Monarch could often lead to changes in the political course. The relations of Alexander 1 and Napoleon have changed several times, but after the French invasion of Russia in 1812 and its defeat, tsar Alexander started the foreign campaign and became a staunch proponent of the war to the bitter end, taking Paris and deposing Napoleon in the end.
Russian Imperial Army has undergone massive reforms, adopting both the corps system and other tactical know-hows. Resilient russian soldier, supported by great artillery batteries, could stubbornly fight, not minding the losses much.

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
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
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
1Cossacks (special)
8 pts
Speed
4-3
Retreat
d6
Strength
1
Morale
0 (-0)
Discipline
6+
Close combat
1d6
Special rules: Cavalry, Pursuit, Light, Untrained, Irregular, Lancer, Agile
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 (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
1Guard Cavalry and Cuirassiers (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.

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

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

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

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"

Cossack patrols 5pts: 6 or less of your cossack 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

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.

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 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
Brave is safe
Reroll D discipline tests. At the start of your turn remove the die from this tactic
D
Give them steel
D infantry units add 1d6 to their close combat against infantry; OR Armor special rule if they are not in close combat and have another infantry unit in rear contact
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