To describe the infantry square in P&S, I give a quote from the FoG2 manual with my changes:
Units having a number of 900 (or 450 if multiplier is 50% etc) or more with bayonets and being on the open ground can form square. This uses the unit’s entire move allowance for the turn (but it still has a free turn - 45 degr). Units in square:
1. Are immune to flank or rear charges.
2. Cannot charge.
3. Never pursue even if raw.
4. Use their entire movement allowance to move 1 square, turn or leave square. After leaving square an unit has a free angle to turn (45 degr).
5. Have higher Close Combat Rating and less Shooting Attack Rating (about 65-70%% in comparison with their non-square formation).
6. Get more losses from enemy musket/arquebus and artillery fire.
7. Get all bonuses from bayonets against cavalry charges.
8. Have the arc of fire of 150 degr, and it is a full volley.
A unit cannot form or leave square while in close combat or it is behind obstacles. A unit in square automatically leaves square when it routs.
Leaving square also uses up the unit's full movement allowance for the turn. But it can shoot after leaving square as well as after the formation of the square and turn 45 degr.
You can activate-deactivate this mode with the right click on the unit like in FoG2. After activating the square mode the Sq icon will appear next to the unit flag in addition to writing to the infoboard. A player can only have 5 square formations simultaneously.
I removed bayonet bonuses from infantry units while they are not in the square formations. Thus, the cavalry becomes the main shock force on the battlefield.
Updated 20.10.2019.















