Game Setup
ORDER SETUP (basic scenario)
1. Roll off – ‘winner’ goes first.
2. Winner selects first board tile
3. Winner rolls- 1-3 his tile goes on his left
flank, 4-6 goes on right flank
4. Both players roll to see which tile edge
(1-4) faces their home table edge (or
choose on a 5 or 6)
5. Winner, followed by loser, take it in turn
to deploy brigades
6. Winner takes first turn
DEPLOYING BRIGADES
1. Group 2 or more units with a Brigade
Commander to form a Brigade
2. Your force must include 3 Brigades
3. (OPTIONAL) add your fourth/spare
Commander to one Brigade as the Divisional
1 Commander (see benefits on page 2)
ORDER OF TURN
4 2 1. Check Brigade Coherency
2. Leadership roles to regroup routed forces
3. Movement
3 4. Artillery fire
5. Multiple Combat resolution
1
Force Cohesion
Brigade Coherency Leadership Rolls (LR)
• Units must be connected to their Brigadier (either directly or • Leadership rolls are passed on 4, 5, or 6
through the rest of the brigade) in order to move and initiate an
• Routed units attempt to pass an LR at the start of the following
attack.
2 turns. If they fail both they leave the battlefield.
• Brigade coherency is checked before the movement phase.
• Artillery units which are out of brigade coherency must pass an
Cut-off units may only move to reconnect with their brigade
LR in order to pivot.
(and must do so).
• Disrupted units must pass an LR to support a targeted friendly
• Artillery alone may be left isolated by choice and may still:
unit in a multiple combat (see P6)
• Fire OR pivot each turn, but may not move.
• LRs can be used to decide any point of argument between
• Pivot AND fire if they pass a Leadership Roll.
players in the game, when it is uncertain as to:
• Other Isolated units may only fight when attacked.
• Whether a chosen action for a unit can be conducted
• Cavalry units may be disconnected from the remainder of the within the rules.
brigade by up to 1 clear square and remain in coherency. • Whether a unit “would actually do X or Y” as a point of
realism in the context of Napoleonic War!
• Cavalry may charge out of coherency, but they must move to
return on the following turn. If the charge ends in an LR MODIFIERS
inconclusive result, the cavalry MUST try to DISENGAGE (see • +1 modifier if in a Divisional Commander is in coherence (if played)
P8) on their next turn. • +1 if board edge square (to which a unit has routed) is already in
brigade coherency
• +1 for Guard infantry
Divisional Commander Re-Rolls and movement:
• Although deployed with a single brigade, a Divisional
Commander may move independently and attach himself to
any single brigade of his choice.
• The Divisional Commander may issue 3x re-rolls during the
course of the battle, as if his presence gave extra impetus to
his chosen brigade’s endeavours!
• They can be used for any dice roll deemed important.
• Re-rolls are ‘declared’ before the first dice is rolled, and
are only ‘used up’ if the original roll fails.
2
The Battlefield
Roads.
Buildings. • +1 to movement when
• May only contain 1 starting and ending Hills.
infantry unit. movement on a road. • Units defending a hill win on a
• Units defending from a tie when defending against
building get an extra units attacking uphill.
die. • Cavalry cannot charge uphill
• Cavalry may only but it may initiate a normal
move through building attack.
areas using roads and • Artillery can fire over the
may not attack units in heads of units and obstacles
buildings at all. on lower ground, including
woods and buildings.
Ploughed fields.
• Cavalry cannot
charge through
ploughed fields, but
may initiate a normal
attack
Woods.
• May only contain 1 infantry unit per sq.
• Units fighting from a woods square get an extra
Open ground. die (as long as they have not moved into that
• No restrictions. square and attack on the same turn). Does not
• Cavalry may charge. count against another unit on a woods square.
• Cavalry may not charge infantry in woods, or
occupy wooded squares, but may attack.
3
Unit Types and Abilities
Move AND Occupy
Dice in
Unit Move fight / Buildings / Remarks
Battle?
shoot? Woods
• No Facing. Cannot Battle. Auto retreat in contact with enemy (1 or 2
Brigadier / sq).
Divisional 2 N N Y • Dies when brigade is lost
Commander • Causes Leadership Roll modifiers as described on Page 2
• Can form SQUARE
• Can form ATTACK COLUMN with 1 or 2 units
Infantry 1 Y 1 Y
• Can form SQUARE
• Can form ATTACK COLUMN with 1 or 2 units
Guard 1 Y 1R Y • +1 to all leadership rolls
• Can CHARGE (over open ground only with no pivots)
• Extra die fighting against:
Light Cavalry 2 Y 1(2) N o infantry in line (when cavalry initiates attack)
o Artillery left out of brigade cohesion
• Can CHARGE (over open ground only with no pivots)
Heavy • Extra die fighting against:
Cavalry 2 Y 1(2)R N o infantry in line (when cavalry initiates attack)
o Artillery left out of brigade cohesion
• More Artillery rules on P7
• Cannot fire from an urban area, even on a road.
Foot Artillery 1 N 1 N
• Created by embedding arty in all-cavalry brigade.
• More Artillery rules on P7
Horse
2 Y(-1) 1 N • Cannot fire from an urban area, even on a road.
Artillery
4
Unit Facing
Units may face in line with the battlefield’s grid lines or diagonally. A unit’s facing dictates what counts as its front,
rear and flanks, and affects its zone of control (ZoC).
Pivots ZONE OF CONTROL
• Units move towards their front unless they pivot • The squares immediately
• Infantry and artillery may either pivot at the start or end of a move. to a unit's front (see
• Light cavalry may pivot both at the start AND the end of a move. diagram) are its ZoC, the
• Heavy Cavalry and horse artillery may pivot either at the start or the end of a move. area where it can engage
• Infantry that have formed square or occupied buildings have no facing. enemies.
Facings and combat: • A unit cannot enter an
• Units may only initiate combat with units to their front (see diagram) but may always enemy unit's ZoC without
defend themselves when attacked. engaging combat.
• A unit attacking from a flank gets an extra die.
• Units in an enemy unit's
• A unit attacking from the rear gets an extra die and +1 modifier.
ZoC may attempt to
• Units in combat with only 1 enemy may pivot in the next turn for a more favourable
DISENGAGE after the first
engagement. Units in multiple combats may not.
• Artillery can fire to its FRONT, or may pivot and fire with a -1 to hit.
round of combat (see p7).
5
Engaging in Combat
COMBAT RESOLUTION. Both players throw their dice (and reroll if they can/wish to), keep their highest-scoring
die and apply modifiers.
Result:
Difference of 1/ "win on a tie” Difference of 2 Difference of 3
DISRUPTED ROUTED DESTROYED
Unit retreats by 1 sq (or stays static if A unit that has been routed flees to the Remove the unit from the battlefield. If all
disrupted by artillery fire). For the next turn player's edge of the board and has to pass a units of a brigade are destroyed/have fled.
the unit: 4+ rally test (3+ for guard infantry, 5+ for The respective brigadier is also removed from
• cannot move or initiate combat. artillery). Units that rally are disrupted until the battlefield.
• loses on a tie if attacked. they regroup next turn.
• Guards and heavy cav cannot re-roll when
disrupted.
• May support in defence in a multiple
combat only if they pass a LR Results against artillery are slightly different - see P7.
Battle roll results are capped at 6 regardless of modifiers.
REROLLS. The MULTIPLE COMBATS. Several attacking units may target a single defender:
defender gets to • The attacker must first declare which enemy unit is under attack.
choose whether or • He then nominates a number of friendly units to conduct the attack
not to reroll first. The • NB: All attacking units involved must not engage any other enemy unit that turn.
second result rolled • The defender may declare other units to support the attacked unit.
must be accepted. • NB: All defending units involved must not engage any other enemy unit that turn.
• Both players roll off with the sum total of dice afforded them by the units involved, incorporating re-rolls
and modifiers as usual.
• Both players compare their best die each, the result of this comparison represents the result for all units
involved in the multiple conflict. In these scenarios, the stakes are high, but high dice roll differences are
unlikely.
• Sometimes, several multiple combats with no squares between them are inevitable. TO avoid
contravening on the “NB:” points above, declare the different combats (and participating units) before
rolling any dice!
6
Artillery in Combat
Artillery Arcs of Fire Artillery Firing
• Referring to the template and compass face below: • Roll D6 at a target in range. Result must be equal to or greater then
the range to hit.
• The template below shows just ¼ of a 360 degree pattern,
symmetrical across x and y axes. Regardless of facing, artillery • Modifiers:
can fire at targets within a 90 degree angle to their front.
• +1 to HIT infantry in ATTACK COLUMN or SQUARE
• An artillery unit facing N would be able to engage the squares • +1 Damage when hitting an enemy from the FLANK or
with black and white numbers (mirrored to NW on y axis). REAR
• +1 Damage at 1 square range for 1st round of any combat
• An artillery unit facing E would be able to engage the squares (representing use of canister)
with grey or white numbers (mirrored to SE on X Axis). • -1 Damage against enemy in WOODS and BUILDINGS.
• An artillery unit facing NE would be able to engage all squares on • If HIT, roll D6 to damage. Results (refer to page 6 for damage
the template. descriptions):
• 1-3 = no damage
• 4 = target DISRUPTED
6 6 6 Colour Key:
• 5 = target ROUTED
• 6 = target DESTROYED
Out of range to
5 5 5 6 6 all artillery Attacking Artillery
• Counter-battery fire. When one artillery unit attacks another,
4 4 4 5 5 6 In range for
foot artillery
damage results work differently to shots against infantry and cavalry:
• 1-3 = no damage
3 3 3 4 5 6 In range for all
• 4 = -1 to all target’s future damage rolls when shooting
• 5 = -2 to all target’s future damage rolls when shooting
artillery
• 6 = target DESTROYED
2 2 2 3 4 5 6
• Infantry and cavalry damaging Artillery:
N
1 1 2 3 4 5 6 •
•
Win by 1 = DISRUPTED
Win by 2 = DISRUPTED and -2 to all target’s future damage
W E
rolls when shooting
1 2 3 4 5 6 S
• Win by 3 = DESTROYED
Artillery Position
7
Special movement types
COLUMN SQUARE DISENGAGE
• Two infantry units can be stacked in a board • Infantry can choose to form into and out of • You can disengage your unit after an
square to form an attack column. square (use a penny as a marker). inconclusive first round of combat.
• Infantry in an attack column gets an extra die • Changing in and out of square formation • Units must fall back towards a square that is
in combat and wins on a tie on the first round takes 1 movement phase. not in an enemy unit's zone of control and
if it initiated the combat. • An infantry unit in square formation cannot pass a morale test (3+ for guard, 4+ for
• Artillery gets a +1 to hit against infantry in an move and has no flanks or rear (its ZoC is a infantry and cav, 5+ for arty).
attack column. All units in the attack column square 360º around it). • Units that fail this test are disrupted and
are affected by the damage die (roll rally tests • An infantry unit in square formation negates unable to move during the next turn.
separately if the column is routed). cavalry's charge bonus and gets 2 dice vs.
cavalry. WITHDRAW
CHARGE • It loses its extra die if attacked by infantry or • When attacked by infantry, cavalry can refuse
• Cavalry may declare a charge if it can attack combined arms. the engagement and withdraw one square.
by advancing through 2 squares of open • Infantry in line or attack column gets an extra • If a cavalry unit withdraws into a friendly unit,
ground without pivoting. die against infantry in square. Artillery gets a it pushes it back and both units are disrupted.
• A cavalry unit on the charge wins on a tie +1 to hit against infantry in square.
(opposing unit falls back and is disrupted). RETREAT
This bonus is lost on the second round of SURROUNDED • Units retreat toward their board edge, either
combat. • Any unit whose path of retreat is cut off by an straight back or diagonally, avoiding enemy
• Cavalry cannot charge though ploughed fields enemy unit (cannot retreat without entering zones of control.
or up an incline. an enemy ZoC) will surrender. • Units that retreat into a friendly unit cause
• Cavalry loses the charge bonus against said friendly unit to retreat 1 square and be
infantry in square formation. disrupted, and so on and so forth. Units that
retreat off the edge of the map are routed.