C&C_Nap_Unit_Cards_ALL_v02

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YOUNG GUARD GR YG OLD GUARD OG +1 vs. Infantry 4/ 3/4 /3 1/ 4 3 1 4 3 3 3 4 3 IGNE 1 4 3 4 3 3 3 6 4 3 4 3 3 3 IGNE 1 IGNE 3 4 3 1 4 3 LIGHT LANCER CAVALRY HEAVY CAVALRY CUIRASSIER GUARD GUARD HEAVY CAVALRY LC CR HC CU GLC GHC Retreat per 4 3 1 RETIRE AND REFM (p. 1) RETIRE AND REFM (p. 1) IF ING 4 3 1 4 3 RETIRE AND REFM (p. 1) 4 3 RETIRE AND REFM (p. 1) IGNE 1 INFANTRY FIRE HIT LANCERS MAY NOT FLAGS IGNE 1 4 3 1 RETIRE AND REFM (p. 1) IGNE 4 3 RETIRE AND REFM (p. 1) IGNE M 3 1 1 M 1 1 - GUARD HSE ARTILLERY GUARD HSE ARTILLERY FA GFA HA GHA * * 4 M 3 1 1 M 1 1 - IGNE * = No move & battle * = No move & battle 3 3 M 1 1 M 1-4 4 IGNE 3 3 M 1 1 M 1 - LONE S ATTACHED S CASUAY CHECKS hit Retreat Fail DICE Version. - December 31, 16

RIFLE RL GR GUARD GG 4 3 1 4 3 4 3 1 6 4 3 4 3 4 3 4 3 3 3 IGNE 1 HEAVY CAVALRY GUARD HEAVY CAVALRY LC HC GHC 3 1 4 3 6 4 3 6 4 3 4 3 3 3 IGNE RETIRE AND REFM (p. 1) 3 1 RETIRE AND REFM (p. 1) 4 3 4 3 RETIRE AND REFM (p. 1) IGNE M 3 1 1 M 1 1 - HSE ARTILLERY ROCKET BATTERY FA HA RB * * = No move & battle 4 3 3 M 1 1 M 1 - NEVER IGNE AND M Requires unit symbols for hit May not perform combined arms attack Battery takes hit with 1 artillery symbol or sabers LONE S ATTACHED S CASUAY CHECKS hit Retreat Fail DICE Version. - December 31, 16

Mother Russia GUARD G Mother Russia GR GUARD GG 4 3 1 4 3 1 4 3 3 3 4 3 4 3 1 4 3 3 3 4 3 4 3 3 3 4 3 1 1 - IGNE 1 IGNE 1 IGNE 1 3 IGNE PER IGNE 3 LIGHT LANCER CAVALRY HEAVY CAVALRY HEAVY CUIRASSIER GUARD GUARD HEAVY CAVALRY LC CR HC CU GLC GHC 4 3 1 RETIRE AND REFM (p. 1) RETIRE AND REFM (p. 1) IF ING 4 3 1 4 3 RETIRE AND REFM (p. 1) 4 3 RETIRE AND REFM (p. 1) IGNE 1 INFANTRY FIRE HIT LANCERS MAY NOT FLAGS IGNE 1 4 3 1 RETIRE AND REFM (p. 1) IGNE 7 6 4 3 RETIRE AND REFM (p. 1) IGNE Mother Russia 4 M 3 1 1 M 1 1 - GUARD HSE ARTILLERY FA GFA HA * 4 M 3 1 1 M 1 1 - IGNE * = No move & battle 4 3 3 M 1 1 M 1 - COSSACK CAVALRY RETIRE AND REFM (p. 1) PER 3 COS 1 IGNE FEST MELEE DICE REDUCTION LIGHT LANCER CAVALRY MCR RETIRE AND REFM (p. 1) IF ING 4 3 1 3 PER LONE S ATTACHED S CASUAY CHECKS hit Retreat Fail DICE Version. - December 31, 16

GR /Moving / 4/3 4/3 3/ /1 1/- 1 - - - /4 3/ /1 1/- 4 3 4 3 1-1 1-1 IGNE /Moving 4/3 3/ /1 1/ 1 - - - PER 3 LC HEAVY CAVALRY HC CUIRASSIER CU RETIRE AND REFM (p. 1) 3 1 RETIRE AND REFM (p. 1) 4 3 4 3 RETIRE AND REFM (p. 1) IGNE 1 INFANTRY FIRE HIT LANCERS MAY NOT FLAGS IGNE 1 FA M 3 1 1 M 1 1 - LONE S ATTACHED S CASUAY CHECKS hit Retreat Fail DICE Version. - December 31, 16

4 3 1 1 1-3 1 4 3 1 1 4 3 1 1 1 - PER 3 LC HEAVY CAVALRY HC RETIRE AND REFM (p. 1) 3 1 4 3 RETIRE AND REFM (p. 1) FA M 3 1 1 M 1 1 - LONE S ATTACHED S CASUAY CHECKS hit Retreat Fail DICE Version. - December 31, 16

1 max for Force March & Bayonet Charge May form Battalion Mass 4 3 1 4 3 1-4 3 1 4 3 3 3 GRENZER INFANTRY GRZ 4 3 1 4 3 3 3 GG 4 3 4 3 3 3 4 3 1 1 1 - IGNE/ 1 PER 3 LIGHT LANCER CAVALRY HEAVY CAVALRY HEAVY CUIRASSIER LC CR HC CU 4 3 1 4 3 1 RETIRE AND REFM (p. 1) RETIRE AND REFM (p. 1) IF ING 4 3 RETIRE AND REFM (p. 1) 4 3 RETIRE AND REFM (p. 1) IGNE 1 INFANTRY FIRE HIT LANCERS MAY NOT FLAGS IGNE 1 FA M 3 1 1 M 1 1 - HSE ARTILLERY * = No move & battle 4 * 3 3 M 1 1 M 1 - HA LONE S ATTACHED S CASUAY CHECKS hit Retreat Fail DICE Version. - December 31, 16

GR GUARD GG RESERVE INFANTRY RI /No move 4/ 3/4 /3 1/ 1 1-1 st FLAG EACH ADDT L FLAG 1 4 3 1 4 3 3 3 1 4 3 1 1-6 4 3 4 3 3 3 4 3 1 1 1-4 3 1 1 1 - IGNE 1 IGNE 3 LC LIGHT LANCER CAVALRY CR HEAVY CAVALRY HC HEAVY CUIRASSIER CU LANCER CAVALRY MCR RETIRE AND REFM (p. 1) 3 1 3 1 4 3 4 3 RETIRE AND REFM (p. 1) IF ING RETIRE AND REFM (p. 1) RETIRE AND REFM (p. 1) IGNE 1 INFANTRY FIRE HIT LANCERS MAY NOT FLAGS IGNE 1 RETIRE AND REFM (p. 1) IF ING 3 1 PER 3 FA M 3 1 1 M 1 1 - HSE ARTILLERY * = No move & battle 4 * 3 3 M 1 1 M 1 - HA LONE S ATTACHED S CASUAY CHECKS hit Retreat Fail DICE Version. - December 31, 16

FEST Units may not battle the turn it moves onto forest hex (exception: Lt. Infantry, Rifle Lt, Young Guard and other Light Infantry - - HILL No movement penalties Infantry firing ranged from hill to hill receive a penalty See line-of-sight rules for exceptions CLEAR WITH FIELD WKS Must stop when entering or exiting through a field works hexside Infantry & Artillery may ignore 1 flag Reductions are through field work hexsides only Exception: May square if attacked via non-field work hexside - - CHARD/VINEYARD No movement penalties WALLED GARDEN HILL WITH FIELD WKS Must stop when entering or exiting through a field works hexside Units may not battle the Infantry & Arty may ignore 1 flag turn it moves onto the Reductions are through field work Walled Garden hex - - hexsides (standard hill reductions (exception: Lt. Infantry, apply on non-field work hexsides) Rifle Lt, Young Guard and Infantry firing ranged from hill to hill receive a penalty other Light Infantry Exception: May square if attacked Units may ignore 1 flag via non-field work hexside - - RUGGED HILL Impassable ment prohibited SANDY QUARRY Sandy quarry is impassable for artillery Penalties for infantry and cavalry apply only to melee no effect on ranged fire - - FEST WITH FIELD WKS Must stop when entering or exiting through a field works hexside Infantry & Arty may ignore 1 flag Reductions are same as standard Forest hex Units may not battle the turn it moves onto forest hex (exception:, RL, YG and other Light Infantry) Exception: May square if attacked via non-field work hexside - -

BRIDGE LAKE FROZEN LAKE Cancels movement and battle effects of river hex Impassable ment prohibited Frozen Lake Reductions for infantry & artillery apply only to melee no effect on ranged fire FDABLE RIVER MARSH TOWN, TOWER & WINDLL Reductions for infantry & artillery apply only to melee no effect on ranged fire Reductions for infantry & artillery apply only to melee no effect on ranged fire A unit may not battle the turn it moves onto a Town-type hex A cavalry unit ordered by Cavalry Charge command card battling into or out of a town-type hex will not receive additional battle dice Infantry & Arty may ignore 1 flag - RIVER CASTLE TOWN WITH FIELD WKS Impassable ment prohibited A unit may not battle the turn it moves onto a Castle hex A cavalry unit ordered by Cavalry Charge command card battling into or out of a town-type hex will not receive additional battle dice All units in hex may ignore flags - Must stop when entering or exiting through a field works hexside When attacked through field work hexisde Infantry & Artillery may ignore 1 flag Units may not battle the turn it moves onto town-type hex A cavalry unit ordered by Cavalry Charge command card battling into or out of a town-type hex will not receive additional battle dice -

CHURCH & WALLED FARM A unit may not battle the turn it moves onto a Town-type hex A cavalry unit ordered by Cavalry Charge command card battling into or out of a town-type hex will not receive additional battle dice All units in hex may ignore one flag -