The following addendum applies to the standard rules for all games in the series Les Batailles dans L'age L'Empereur Napoleon Primier 1792-1821. 9c. (in addition to the existing paragraph) Exception: These units need not stop if moving adjacent to a carre. They will, however, trigger opportunity fire according to 11b. if they exit a hex which is adjacent to a carre. 10i. Formation Change: Whenever a combat unit changes its formation it will pay the following movement point cost: Infantry 1 mv.pt. Cavalry 3 mv.pts. Artillery 2 mv.pts. 11d. (in addition to the existing paragraph) The procedure is as follows: Infantry: During the movement phase an infantry formation moves adjacent to the carre. With its next movement point it enters the hex with the carre and suffers opportunity fire according to 11b. It then awaits the defensive fire phase and receives fire again as in 11b. It may then initiate offensive fire against the carre during the offensive fire phase. Compare the increments in the carre to the increments in the assaulting infantry for the pre-melee morale check. If both pass this check proceed to melee as in llf. Infantry that fails to break a carre will disorder. Cavalry: During a charge, charge grande, or opportunity charge cavalry moves adjacent to the carre. Its next movement point brings it into the hex with the carre. This immediately triggers opportunity fire (as in 11b.) and a resultant morale check if the cavalry received a casualty. In the subsequent defensive fire phase it receives fire as in 11c (again, it checks morale if this fire causes a casualty). It then awaits melee. If the infantry passes this pre-melee morale check (11j.) it will be meleed by the cavalry according to 30h. 11i. (in addition to the existing paragraph) Up to thirty-six (36) increments may be formed into carre. All increments in a carre may fire. 11j. (in addition to the existing paragraph) ...(for the better) if assaulted by cavalry. 11L. If involved in melee offensive fire may only be performed upon a carre by enemy units that currently occupy the hex with the carre, and then only the top combat unit or four increments (depending on the formation of the enemy unit). 27g. (in addition to the existing paragraph) Exception: Infantry or cavalry that occupy the same hex as an enemy carre (melee is mandatory in this case). 27h. Cavalry may not initiate assault except as the result of a charge, reaction charge, opportunity charge or a grande charge massives. 27i. Cavalry and infantry may never assault the same hex in concert. Infantry may, however, fire upon a hex that is to be meleed by cavalry (exception see 11L.) 30d. (in addition to the existing paragraph) Cavalry that melees and fails to break a carre will also be subject to this rule. 30L. Cavalry must charge in order for it to melee in the following melee phase. 32b. (substitute for existing paragraph) Cavalry may either charge and assaut, or move. It may not move and initiate melee. Only cavalry which is not routed (PgD), tired or exhausted may charge. 32f. (in addition to existing paragraph) Cavalry that initiates a charge from general order must pay the formation change cost (32f) as it enters clear terrain. Cavalry may only initiate a charge from general order if the first hex it enters is a clear terrain hex (treat slopes as clear terrain for this rule). 39i. If two or more leaders occupy a hex that receives an officer casualty, the highest ranking officer becomes 'L'homme blesse.' In the event of two or more leaders of equal rank the leader with the higher morale receives the wound. 40f. (in addition to the existing paragraph) Cavalry checks moraIe each time it takes a loss due to enemy fire combat. The loss of several increments in a single fire attack requires only one morale check. 40i. (in addition to the existing paragraph) Whenever possible, rout movement must be made towards a friendly depot (see paragraph 24f). 40k. (in addition to the existing priorities) 5. Each hex entered in the path of retreat may be adjacent to no more than one other hex of the path of retreat. 40m. (in addition to the existing paragraph) Units that are forced to leave the game map are considered destroyed when tabulating morale levels. NB submitted by John Kula (kula@telus.net) on behalf of the Strategy Gaming Society (http://www.boardgamegeek.com/~sgs), originally collected by Andrew Webber (gbm@wwwebbers.com)