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Powder & Crown Proch i Korona

Nations

Seven banners

Six armies to command, and the Magnate Familia, which you can only fight. Every nation has its own uniforms, units, music and superweapon.

How to read the cards

Every army has five standard unit types: infantry, anti-cavalry, cavalry, artillery and a powder wagon. Its other units are its specialities, and only the Coalition and the March share troops from Meissen.

Costs and command points come from the current build of the game. The balance may change before release.

Nations at a glance

  • Coalition squad: an officer, musketeers and a standard-bearer of the Crown Foot Guards, a drummer and a winged hussar

    I. Coalition

    Crimson Coalition

    The Crown, with Meissen auxiliaries

    Superweapon

    Siemienowicz Rocket Salvo

    10 unit types

    See the army of the Coalition
  • Diktat squad: the Preobrazhensky Guards in green coats and a cuirassier

    II. Diktat

    Siberian Diktat

    Mass, frost and secret howitzers

    Superweapon

    Siberian Blizzard

    10 unit types

    See the army of the Diktat
  • Porte squad: janissaries in purple dolamas, a standard-bearer with the crescent, a serdengeçti and a mounted Tatar

    V. Porte

    Crescent Porte

    Janissaries, sipahis and the Khan’s horde

    Superweapon

    Khan’s Raiders

    9 unit types

    See the army of the Porte
  • Archduchy squad: grenadiers in white coats and bearskins, a Grenzer and a hussar

    VI. Archduchy

    Alpine Archduchy

    The Liechtenstein school and Hadik’s hussars

    Superweapon

    Hadik’s Raid

    9 unit types

    See the army of the Archduchy
  • Magnate Familia squad: household janissaries in turquoise livery, a household haiduk and a Cossack

    VII. Opponent only

    Magnate Familia

    Magnate militias in the Tsarina’s pay

    Superweapon: Diktat Reinforcements · 7 unit types

    See the Familia’s army

On the battlefield

Who beats whom

Uniforms and names change, but the rules stay the same. Every army plays by the same laws and stands out through its prices, its pace and its own specialities.

  • Infantry

    Stops cavalry with a frontal volley; wrecks guns up close.

  • Cavalry

    Infantry struck in the flank or rear takes ×2.5 damage. Unprotected guns stand no chance.

  • Artillery

    Area fire on dense ranks and buildings. Helpless up close.

  • Anti-cavalry

    +300% against cavalry. Dragoons and fusiliers at once; chevaux-de-frise, swine feathers, palisade and square after standing still for 1.5⁠–⁠3 s.

Guards hold formation: a cavalry charge into their flank deals ×1.3 instead of ×2.5. So does any unit that has earned the Elite rank in battle. In a held settlement, and for Grenzers in woods too, every charge counts as frontal.