There are none. We’re neither sadistic nor insane.
ESR Series 3 moves Leader Fate from the defunct Artillery & Skirmishing Phase of ESR Second Edition to the Combat Phase. Leader Fate in the Combat Phase Leader Fate is now based on whether a Commander, or the Commander’s Formation, is Threatened by the enemy. Unlike in ESR Second Edition,
The Combat Resolution Step of the Combat Phase from ESR Second Edition has been replaced with the Threat Step. Threat in the Combat Phase ESR Series 3 introduces a unified Threat Assessment mechanic that is used in both the Movement Phase (replacing Artillery & Skirmishing) and in the Combat Phase.
ESR Series 3 replaces the Artillery & Skirmishing Phase with the Threat Assessment Step of the Moves Phase. Threat Assessment The Threat Assessment Step during the Moves Phase resolves Threat from Artillery bombardment and Infantry skirmishers. It uses the same mechanic as the Threat Step of the Combat Phase. Artillery
The biggest changes to movement from ESR Second Edition to Series 3 are the introduction of the Regulating Unit and Cohesion. Regulating Unit The active Formation Directive dictates what the Regulating Unit must do, after a player moves the Regulating Unit, all other Units are moved to remain Cohesive. Cohesion
In ESR Series 3 we’ve heavily leveraged Conversions to make control of Formations both more flexible and more restrictive pending the circumstances of the battlefield. Objective Conversions Formations must now Convert to Defend [D] if they end their movement within a given distance of their Force’s Objective, thus reducing ambiguity
ESR Series 3 revises the five order Directives you know and love to make them easier to execute and clearer to understand, but it also adds a new, sixth order Directive: Withdraw [W]. Withdraw [W] The Withdraw [W] Directive is entirely new and dependent on the new Threat mechanic. It
ESR Series 3 revises how Force Objectives are used in game play to make them easier for players to utilize. Objective Markers Instead of requiring players to write down Force Objectives, or announce them aloud, as in ESR Second Edition (NOTE: Both of these remain legal options if players prefer
In ESR Series 3 we’ve simplified the tracking of Fatigue, increased the speed Formations recover Fatigue, and introduced the Fatigue-to-Cohesion Ratio. These changes from ESR Second Edition make Fatigue faster, easier, and more uniform. Tracking Fatigue Instead of tracking Fatigue by each class (Infantry, Cavalry, Artillery), players now only track
The Quick Reference Guide for ESR Series 3 is a small change and a huge change all at once. What’s the Same? The Quick Reference Guide is still available for for free download. The Quick Reference Guide is still color-coded and organized by the phases of the turn: Command is