England: Parliamentarians and after the Civil WarEngland: Parliamentarians and after the Civil War

Having survived the devastating Civil War, England concentrated its efforts at sea and in colonies and became a rival of France and Spain. Its relations with the Dutch were complicated to say the least.
The New Model Army, with its red uniform, became the foundation of the British military tradition, strongly emphasizing firepower, discipline, and control.

Units

1Pikemen (main)
9 pts
Speed
2-1
Retreat
1
Morale
2 (-4)
Discipline
4+
Strength
⚔: 7
Special rules: Infantry, Support
1Veteran Pikemen (special)
11 pts
Speed
2-1
Retreat
1
Morale
2 (-4)
Discipline
4+
Strength
⚔: 8
Special rules: Infantry, Veteran, Support
1Musketeers (special)
10 pts
Speed
2-1
Retreat
d3
Morale
1 (-2)
Discipline
5+
Strength
⚔: 4
1UW: 7
2UW: 4
Special rules: Infantry, Countermarch
1Veteran musketeers (rare)
13 pts
Speed
2-1
Retreat
d3
Morale
1 (-2)
Discipline
5+
Strength
⚔: 4
1UW: 8
2UW: 5
Special rules: Infantry, Veteran, Countermarch
1Reiters (special)
13 pts
Speed
4-2
Retreat
d6
Morale
1 (-2)
Discipline
5+
Strength
⚔: 7
1UW: 4
2UW: 1
Special rules: Pursuit, Cavalry
1Veteran Reiters (rare)
15 pts
Speed
4-2
Retreat
d6
Morale
1 (-2)
Discipline
5+
Strength
⚔: 8
1UW: 4
2UW: 1
Special rules: Pursuit, Veteran, Cavalry
1Cuirassiers (rare)
20 pts
Speed
3-2
Retreat
d6-1
Morale
2 (-4)
Discipline
4+
Strength
⚔: 13
1UW: 4
2UW: 1
Special rules: Veteran, Cavalry, Armor
1Heavy Artillery (rare)
22 pts
Speed
0-1
Retreat
0
Morale
0 (-0)
Discipline
5+
Strength
⚔: 3
3UW: 6
Special rules: Bombardment: range 8, power 10, No retreat, Irregular, Immobile, Artillery, Heavy
1Dragoons (special)
12 pts
Speed
4-3
Retreat
d6
Morale
1 (-2)
Discipline
5+
Strength
⚔: 4
2UW: 4
Special rules: Use cover, Scout, Light, Vanguard

Special rules

Armor: Enemy gains -2 combat result for each of your units with armor in the line of fire

Artillery: Artillery gets -3 power when bombarding formations consisting only of artillery units.

Bombardment: range 8, power 10: Heavy artillery

Cavalry: -2 strength within broken and very broken terrain. Artillery gets -3 power when bombarding formations consisting only of cavalry units.

Countermarch: Gains +3 to power at range 2UW, if there is another unit with countermarch in rear contact

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

Support: The unit adds 2 to its side's combat result if it is within combat radius

Use cover: While within broken or very broken terrain, the unit gains +3 strength 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.

Bodyguard 10pts: Ignore the first failed commander risk

Double pay 10pts: You may reroll first two failed discipline tests

Enfants Perdus 10pts: Up to a third of your infantry units with muskets gain "Scout", "Light" и "Use cover" special rules

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.

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.

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

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.

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.

England: Parliamentarians and after the Civil War

England: Parliamentarians and after the Civil War

Actions
Move
Activate D formations in the command radius
March
One formation within the command radius 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
Tenacity
Any one unit may reroll a discipline test
D
Cover of Pikes
Passive player
D infantry units in formation with pikemen get +3 strength in close combat and +1 discipline tests
D
Caracole
D of your cavalry units gain +3 shooting strength at range. After resolving hits, if they are within enemy line of fire, they must retreat 1UW without increasing the combat price
D
Controlled fire
D infantry units gain an +2 strength at range
D
Providence
Passive player
Cancel all enemy tactics on up to D units
D
Men of Iron
D cavalry units gain Pursuit or Armor special rules
Command radius: 3UW
D is the number on the die