All moves which require PIPs require only 1 PIP for regulars or 2 for irregulars, militia and mercenaries. The non-moving player performs all distant shooting first. When this is completed the moving player shoots back. Only infantry and unlimbered artillery may perform distant shooting, and only at elements at least partially directly to their front. All elements are destroyed if doubled by distant shooting.
All elements recoil if defeated by distant shooting.
Cavalry are destroyed if doubled in close combat, otherwise they flee if defeated in close combat. Infantry are destroyed if doubled in close combat, otherwise they recoil if defeated in close combat.