Generals
Overview
Divisional generals (commanding brigades in the Prussian system) are the main generals. It is they who use PIPs to control units in their Divisions. Corps and Army commanders can provide extra PIPs to help their subordinates. Generals of every rank can attach themselves to units to boost morale.
Movement
Generals cost nothing to move, so they can move every turn.
Great and bad Divisional generals
A great Divisional general gets a bonus of 1 added to every PIP die allocated to him, while a bad Divisional general subtracts 1 from every PIP die allocated to him.
Attaching a general
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A general can be attached to any unit by being placed in edge-to-edge contact with that unit during the movement phase.
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Only one general can be attached to a given unit at a time.
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An attached general boosts the morale of the unit he is attached to by +1.
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The attachment is notional: he is actually inside the unit, not sitting outside it, and his figure can be moved around to various edges, for aesthetic purposes or to avoid crowding, at no cost at any time. Likewise, an attached general does not block line of sight or prevent charges and cannot be charged or fired on.
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A general cannot detach from a unit that is in a routed state.
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An attached general’s PIP costs are doubled for every unit save the one he is attached to. Whether this doubling applies is assessed at the very start of the PIP Phase, not in the middle of it.
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A general attached to a unit that flees must roll a die, and is out of commission (killed or badly wounded) on a roll of 1.
Harm to generals
When not attached, a general cannot interact with enemy units and can be moved slightly to make room for them; he cannot be fired on or charged, and he is always in an eager state. The only way generals can be harmed is if they are attached to a unit that flees, in which case roll a die: on a roll of 1 the general is killed or seriously wounded.
Corps and Army commanders
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Each turn, each Corps and Army commander adds 1 PIP to the PIP roll of one subordinate divisional commander who is within the command radius (9”).
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Like Divisional commanders, Corps and Army commanders can also be attached to units to boost their morale. While they are so attached, they do not add 1 PIP to the PIP roll of a subordinate divisional commander.
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Bad Corps and Army commanders: if a bad Corps or Army commander is within 9” of a subordinate divisional commander who has a 1 for his PIP die, change that PIP die to 0 instead and do not add 1 PIP from that Corps or Army commander.
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This simulates the issuing of contradictory or ineffective orders by a bad Corps or Army commander, e.g. by the inexperienced Prince of Orange at Quatre Bras, who on one occasion contradicted his subordinate’s order to a battalion to form square, resulting in the destruction of that battalion.
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Corps and Army commanders may also be responsible for Non-Divisional Units, using their 1 PIP per turn, if desired, to move them and attack with them.