Normal rules apply in whatever do not contradict with the following.
A. Orders
A1. Type of orders:
MOVE: specify the path that the stack will follow, and if the unit embarks
or disembarks. If ordered to move, blockaded naval stacks will attempt to
escape and units entering a port will force blockade(except admirals alone),
unless otherwise specified.
DETACH: specify the newly created unit (in detail to referee).
ABSORB: specify which unit will absorb which one.
SIEGE/ LIFT SIEGE: HoW are always granted unless otherwise specified.
Besieger do not assault after Breach unless otherwise specified.
ATTACK (needed for naval units only)
PURSUIT & BLOCKADE (after naval combat)
ESCAPE BLOCKADE
FORCE BLOCKADE
SORTIE: for a besieged force that wants to attack the besieger. It is assumed
that this takes 1 MP, although it is not strictly movement.
ASSAULT: specify the number of attempts.
ATTACK NATIVES
RETREAT BEFORE COMBAT: both attacker and defender may try this.
RETREAT AFTER FIRE PHASE (for naval stack with windgauge)
INTERCEPT
PIRATE/PRIVATEER HUNT
REVOLT SUPRESSION
A2. Orders may be combined, but land stacks cannot combine INTERCEPT with MOVE or ATTACK NATIVES.
A3. Orders may be conditional.
B. Movement
B1. For supply purposes, cost of campaigns and move points, changes in military control only apply at start of next round. Campaign costs are fully paid, even if a player is unable to complete movements. Note that if you make no campaign, you still may give orders to units, like intercept or retreat before combat.
B2. Movement orders cannot be conditional, except for naval units facing a blockade, and transported units going to disembark into a blockaded port.
B3. Movement is conducted at once for all stacks, MP by MP. However, Naval units spend a MP each time they enter a sea or enter, exit or blockade a port. In case of ties, the initiative player is considered to have moved first. Conflicts between stacks of the same player are solved by following the sequence of orders issued.
B4. Except for C1 below, naval movement is not related to land movement.
B5. Contrary to the normal rules, a stack retreating for lack of supply must stop when it finds an enemy stack in its way. However, a player may order his stacks to let pass retreating forces. After combat it must continue the retreat, even if it wins. If the retreating stack violates stacking limits in a province where combat is triggered, excess units do not take part in the combat, but suffer any adverse result. Retreating stacks alway let pass other retreating stacks, and always shelter in the fortress. Between fortresses at the same distance, they select one without enemies in the province, if possible.
B6. Stacks of two players at peace can cross not-owned RotW provinces at the same time, but cannot end their movement in the same province. The player that reaches the province last will remain out, unable to ever test discovery.
C. Naval Transport
C1. Before sailing with land stacks, a naval stack must already have spent as many MPs as the land stack has already spent. If this is not the case, it will spend the necessary ones at the port or sea, without moving. If the land stack does not reach the embarkation point, the naval stack does not move further. Note that a retreating stack cannot embark once it reaches a safe fortress.
C2. The reverse is not true. A land stack does not spend MPs waiting for a naval stack to enter the embarkation port or sea.
C3. If a land stack was going to disembark in a port that is currently blockaded, it may land in the province instead, if the player indicates so.
C4. Whatever the number of seas travelled, only 2 MPs have elapsed for a land stack being transported.
C5. A naval stack embarking land units from a non-port province must spend 2 additional MPs in the adjacent sea after doing so.
D. Privateers
D1. Privateers movement is conducted the last, after Players Hunting.
D2. A privateer that was ordered to set sail can be blockaded in its starting port only by an initiative naval unit, whose only movement is from the adjacent sea to the port.
D3. A privateer leader may move at the same time as the privateer counter, if the owning player wishes so (in order to apply his modifier to the hunting die roll).
E. Interception
E1. If interception occurs, the intercepting stack is moved to the concerned province or sea at the same time as the intercepted stack, and combat resolved before any other stack resumes movement.
E2. The intercepting stack is always the attacker, no matter how much MPs spends, or who has the initiative.
E3.If the intercepting stack wins, it cannot intercept again until the MPs that cost the province entered have elapsed. If it losses, it is retreated after spending the MP cost of the province entered.
E4. Retreat after interception combat is conducted in the same way as retreat for lack of supply.
E5. A naval stack chasing another after interception will not try any other interception this round. It cannot be intercepted during the chase.
E6. If two naval stacks with interception orders meet, there will be 2 interception rolls, the initiative player going first.
F. Blockade
F1. Naval stacks may condition entry or exit of ports to whether they are blockaded or not. If the port results to be blockaded, they may remain at sea (or at port), escape blockade, or force blockade, but cannot go to another port or sea.
F2. However, Admirals alone will not proceed if the port is blockaded.
G. Combat
G1. Land Combat takes place when two stacks meet in the same province. This occurs when:
-. They spend in a province the same ordinal move point.
-. A stack finds in its way another that has finished its move.
-. Both stacks cross the same border by spending the same ordinal move
point in opposite directions. Combat takes place in the province the
initiative player was going to enter. Exception: when crossing rivers in
Underdeveloped Russia, non-penalized forces (Russian, etc) do it first (as
they have less MP costs).
-. A stack successfully intercepts.
G2. Naval interception will be triggered in the above situations, if at least one stack was ordered to INTERCEPT. Naval combat will be triggered when enemy stacks end their move in the same sea, and if at least one was ordered to attack. In all naval combats, first line ships will be the most numerous, unless otherwise specified.
G3. Stacks cannot go forward after the combat, except after interception or if one stack was overran. The stack that entered first is the one that has spent less move points (the initiative player in case of ties). If another stack was ordered to cross the province after the combat has been triggered, it is forced to stop there (this does not apply to interceptions). If it violates stacking limits, it cannot enter (this in turn may release further combats or stacking limits violations).
G4. Order of combat resolution (including retreats) will be according to who is the attacker, by initiative. Random between attacks of the same player.
H. Losses
H1. Losses are applied in the following order, unless otherwise specified.
Land units: csc infantry, vet infantry, csc cavalry, vet cavalry, cscs artillery, vet artillery.
Naval units: galleys, warships, transports.