THE EMPEROR RETURNS: a new rule Headquarters The Wellington, Blucher and Napoleon counters are considered to not only contain the named personage but also the Headquarters of their appropriate army. All Movement Commands originate with the Headquarters. On the Invasion Turn (+1) and thereafter if a Force is to receive a Movement Command it must be able to trace a path back to its Headquarters. This path must be free of enemy occupied hexes (not necessarily enemy controlled hexes: see below). This path must be traced from the Headquarters to the Force and must be no longer than a distance that could be traversed by a cavalry unit expending twelve (12) movement points. The path traced from the Headquarters to the Force is called the Dispatch Distance. The Phasing Player determines the Dispatch Distance. The Dispatch Distance may be traced through enemy controlled hexes (see ZOC in the Standard rulebook) but each enemy controlled hex lessens the likelihood that the Movement Command will be received by the Force. Procedure: The Phasing Player states that the Force in question is to receive a Movement Command. The Dispatch Distance is determined and it is discovered that the most feasible path (Phasing Player's option) crosses two enemy controlled hexes. A die is rolled subtracting two (one for each controlled hex). On a modified result of 1 or greater the unit receives the Movement Command. On a modified roll of -1 or 0 the Force does not receive the Movement Command and that Movement Command is lost to the Phasing Player. A Force may only be issued one Movement Command per Movement Phase. A Headquarters may issue Movement Commands regardless of tracing a valid LOC to its active Supply Source. Prior to the Invasion Turn (+1) French Forces may receive Movement Commands regardless of the Dispatch Distance to the Napoleon counter. In the event the Napoleon counter is removed from the game the Soult counter is immediately placed on Napoleon's track on the Organization Display. This counter is then placed on the game map in the hex nearest to the last position occupied by Napoleon that is free of enemy Zones of Control (if more than one hex is available the French player decides which hex). The French Headquarters is considered with the Soult counter. They receive one less Movement Command per turn thereafter. In the event either the Wellington or Blucher counters are removed from the game the headquarters is considered to have moved to the nearest major (pictured) personality of the same army from the last position occupied by either Wellington or Blucher. The army in question receives one less Movement Command thereafter. Forces directly across an unbridged primary river hexside from the Headquarters may always receive a Movement Command regardless of the Dispatch Distance. 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)