From S&T#103 Optional Rules THE OPTIONAL RULES IN THIS SECTION ARE designed to portray some of the complexities of formed warfare in the seventeenth century. They can only be used in play if both players agree to their use before the game starts. Though they do add an additional element of reality to the game, they also increase its complexity somewhat. CASES [18.1] An ordered unit can't enter a hex containing another unit (regardless of its status). The unit occupying the hex must first be moved to another hex during its movement before another unit can be moved into the hex. Since units are moved individually, and one unit's movement must be completed before another's can begin, this rule greatly increases the importance of the order in which players move their units. [18.2] Ordered units whose hex is entered by a disrupted unit immediately become disrupted. [18.3] Leaders can be wounded when they displace onto a friendly unit or when the unit with which they're stacked is disrupted (not eliminated) in combat. Artillery fire never results in a leader being wounded. Should a situation arise in which a leader can be wounded, the player controlling that leader makes a wound check by rolling a die. If the result is 1, the leader is wounded; otherwise, there is no effect. Wound checks are made after evasion rolls, but before any other game activity is really executed. [18.4] Wounded leaders have a command rating of "0." This is the only effect of being wounded. To indicate that a leader is wounded, flip the leader's piece over so that its back side is showing. [18.5] Wounded leaders can recover from the effects of their wounds during any friendly rally phase. The active player rolls a die for each of his wounded leaders before executing any other activity during each friendly rally phase. If the result is less than or equal to the leader's printed command rating, the leader recovers sufficiently from the effects of his wounds to re-enter the battle; the leader's piece is flipped over to ts front side, and the leader is no longer subject to the effects of case 18.4. If the result is greater than the leader's command rating, there is no effect, and the active player must check to see if the leader recovers during the next rally phase. A leader can be wounded and recover from his wounds any of time during play. 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)