Wars of the Imperial Age Rules
(changes to RTW)

6.0 ARMIES AND UNIT REORGANIZATION

6.1 Individual Armies

The contents of an army may be changed during the player's
Reorganization segment.  The only other times this happens is
when units are dropped off during Movement, lost during
Combat, or advanced after combat.  Units belonging to an army
are either placed directly beneath the army HQ in a hex, or
in the army's holding box...  Units on top of an HQ do not
belong to its army.  An HQ is always part of the army
identified on its counter.

- Once a unit is part of an army, it may be moved between the
  HQ's hex and the army holding box at any time and at no
  cost.

- While part of an army, a unit is considered to be in the
  army HQ's hex for all game purposes.

- A side may examine the contents of an army holding box only
  by performing an "Intelligence Operation."

- Fortifications may never be part of an army.

6.2 Army Groups

- Only a Supreme HQ may include one or more HQ units as part
  of its army, called an "army group."  The Supreme HQ
  functions exactly like any other HQ, and an army HQ is
  treated like an army in all respects.

- All units belonging to HQs in the army group are also part
  of the army group.  The Czar and the Sultan are the Supreme
  HQs in RTW.

6.3 Moving Armies

All units in the same army or army group must move together,
using the movement allowance of the slowest unit.  All normal
rules of Movement apply.

- No units may be added once a force begins to move.

- Any unit may be dropped off from a moving army at any time.
It must stop in the hex where it is detached from the army
and may not move any further that segment.  An army's current
movement allowance never changes, regardless of which unit(s)
are dropped off.  If a unit is dropped off before the army
moves out of its original hex, it is ignored when the army
determines its movement allowance.

- An army which receives "Fall Back" (B) or "Impetuous March"
  (I) on the March Table may not drop off any units.

6.4  Armies in Combat

- Only units belonging to an army may combine their strength
  when attacking.  Units outside an army must attack
  individually.

-  Attacking units from different armies may combine their
   strength only when their HQs are part of the Supreme HQ's
   army group.  Units directly attached to the Supreme HQ may
   also combine with units from one or more HQs that are
   currently part of the army group.

-  All defending units in a hex must participate in combat
   and combine their strengths into a single value.

8.0 MOVEMENT

8.3 March Table Modifiers

- Large Army: Subtract from the March Table die roll for any
  type of March as follows:

     -1 for every 4 units (not CFs) in the force.

- Headquarters:  One HQ present in a force may expend one
  Operations marker, which adds three (+3) to the March Table
  die roll.

9.0 COMBAT

9.6 Demoralization

- Defending units become Demoralized after their
  Fortification is eliminated by a "B1/B2" result, but only
  if the attacker has more CFs remaining than the defender at
  that point in the combat.

12.0 MORALE AND SURRENDER

12.3 Effects (of demoralization)

- A friendly demoralized unit's current strength is halved
  when calculating enemy losses during combat.

12.4 Rally (from demoralization)

- High National Will gives a Rally drm of +1.  Low National
  Will gives a Rally drm of -1.

14.0 SPECIAL UNITS

14.4 Cavalry Recon

A "good order" cavalry unit that does not belong to an army
may make one Reconnaissance attempt to reveal concealed enemy
units during a friendly Movement segment.

- The instant a cavalry unit moves adjacent to a hex
  containing enemy units, it may temporarily interrupt its
  movement, expend one extra MP, and declare a RECON attempt.
  Roll one die and consult the Recon Table.  The die roll may
  be modified if an enemy "covering force" is present (see
  below).  Regardless of the result, the cavalry unit may
  resume normal movement if the owner wishes.

- If the enemy units being examined include any revealed
  cavalry, or the owner choose to reveal one cavalry unit,
  the target hex contains a "covering force".  The presence
  of a revealed covering force modifies every Recon die roll
  made against its hex during a segment.  See the Recon
  Table.

- A unit performing Recon is not subject to an enemy Meeting
  Engagement attack before, during, or after Recon, as long
  as it is the only friendly land unit in its hex.  If there
  is any other land unit, including a Fortification or HQ,
  then it is subject to a Meeting Engagement after it
  completes Recon, if the enemy player chooses to do so.

  RECON TABLE

Training   Die Roll
Class       1    2   3   4   5   6
E           F    S   S   S   S   S
P           F    F   S   S   S   S
R           F    F   F   S   S   S
I           F    F   F   F   S   S

Die Roll Modifiers:
-1 if any cavalry is a covering force

Results:
S: Success - All enemy units in the target hex are revealed.
F: Failure - Concealed enemy units remain so.