A brigade against a brigade, ten rounds to the decisive battle. Win the day and the war chest pays for more of everything; lose and you fall back with what is left and fight the round again. Win the tenth, the Battle of Hohenfeld, and the war is won.
Raise a brigade — choose the enemy you will face:
What to expect
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The barracks
Between rounds, spend the war chest on line, light and Landwehr battalions, cavalry squadrons and batteries; grenadiers and lancers join the war in round 3, cuirassiers and horse artillery in round 4, rockets in round 5. The scouts tell you what the enemy will bring.
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Real time
The clock never stops — pause it or run it at the double, but every order plays out as you watch. A battle takes eight to fourteen minutes.
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Objectives
Villages on the field are worth holding: cover for the foot, gold at the end of the day. Break the enemy's brigade or hold the ground.
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Veterans
A battalion's experience follows it from round to round — better aim, steadier nerve. A gutted battalion loses some of it, and recruits water it down, but the old hands teach them: keep your veterans alive. The enemy grows a unit stronger every round, and more seasoned.