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Field of Glory Napoleonic - Wargaming Rules For Napoleonic - Richard Gordon Brett Preston-Thomas - 2019 - Osprey Publishing - 9781987436891 - Anna's Archive

Field of Glory Napoleonic is a tabletop wargaming system designed to simulate battles from the Napoleonic Wars, focusing on realistic deployments and tactics. The game includes detailed rules for troop types, formations, and gameplay mechanics, along with a points system for army selection. It serves as both a game manual and a historical reference, allowing players to engage in both historical and fictional battles using miniature figures.

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0% found this document useful (0 votes)
484 views151 pages

Field of Glory Napoleonic - Wargaming Rules For Napoleonic - Richard Gordon Brett Preston-Thomas - 2019 - Osprey Publishing - 9781987436891 - Anna's Archive

Field of Glory Napoleonic is a tabletop wargaming system designed to simulate battles from the Napoleonic Wars, focusing on realistic deployments and tactics. The game includes detailed rules for troop types, formations, and gameplay mechanics, along with a points system for army selection. It serves as both a game manual and a historical reference, allowing players to engage in both historical and fictional battles using miniature figures.

Uploaded by

xitiwa7005
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 151

- F I E L D of

GLORY
NAPOLEONIC

Written byTerry Shaw and Mike Horah

OSPREY
PUBLISHING
First published in Great Britain in 2012 by Osprey Publishing Ltd.
© 2012 Osprey Publishing Ltd. and Slitherine Software UK Ltd.
Osprey Publishing
Midland House, West Way, Botley, Oxford, OXi oPH, UK
44-02 23rd St, Suite 219, Long Island City, NY mol, USA
E-mail: [email protected]
Osprey Publishing is part of the Osprey Group
Slitherine Software UK Ltd.
The White Cottage, 8 West Hill Avenuc, Epsom, KTi9 8LE, UK
E-mail: [email protected]
All rights reserved. Apart from any fair dealing for the purpose of prívate study, research,
criticism or review, as permitted under the Copyright, Designs and Patents A6t, 1988, no part
of this publication may be reproduced, stored in a retrievaí system, or transmitted in any form
or by any means, eleótronic, eleítrical, chemical, mechanical, optical, photocopying, recording
or otherwise, without the prior written permission of the copyright owner. Enquiries should be
addressed to the Publishers.
A CIP catalogue record for this book is available from the British Library
Print ISBN: 978 i 84908 926 5
PDF e-book ISBN: 978 i 84908 927 i
Cover concept and page layout by Myriam Bell Design, UK
Typeset in 1786 GLC Fournier Normal
Cover artwork by Peter Dennis
Photography supplied by Oíd Glory UK, Offensive Miniatures, Steve Barber Models &
Front Rank Miniatures
Diagrams by Baueda.com
WWW.BAUEDA.COM
Projeól management by JD McNeil and Osprey Team
Technical management by íain McNeil
Projeíl co-ordinator: Paul Robinson
Originated by PDQ Media, Bungay, UK
Printed in China through World Print Ltd.
12 15 14 15 16 10 9 8 7 6 ) 4 3 2 i
Osprey Publishing is supporting the Woodland Trust, the UK's leading woodland conservation
charity, by funding the dedication of trees.
www.ospreypublishing.com
www.slitherine.com
CONTENTS
INTRODUCTION Casualties to Commanders
Measurements The Recovery Phase
Bases The Morale and Recovery Mechanism
Markers Line of Communications

TROOP TYPES VICTORY AND DEFEAT 73


Infantry
Cavalry SPECIAL FEATURES 75
Artillety Buildings
Élan Field Fortifications
Training Rivers and Streams
\Teapons Bridges
Cohesión Levéis Obstacles

GATHERING YOUR FORCES REFERENCE SECTION 81


13
Ground Scale
ORGANISING YOUR ARMY 15 Time Scale
Table-top Units Figure Scale
Formations Basing
Divisions Infantry
Winning the Game Cavalry
Artillery
PLAYING THE GAME
Attachments
Game Sequence

IETAILED RULES POINTS SYSTEM

Full Action Sequence SETTING UP A POINTS BASED GAME 93


Command Point Allocation Phase
Pre-battle Initiative
The Assault Phase
Terrain
The Movement Phase
Terrain Selection
Complex Move Tests
Deployment
Tne Firing Phase
T::e Combat Phase GLOSSARY OF TERMS 103
USING THESE RULES FOR 109 French Infantry Corps d'Armée 1813
HISTORICAL BATTLES The Prussian Army of 1813
USING FIGURES BASED FOR Til
The Austrian Army of 1813
OTHER RULE SETS
APPENDIX 2 - HISTORICAL BATTLES 135
DESIGN PHILOSOPHY The Battle for Plancenoit 18 June 1815
APPENDIX i - ARMY LISTS 117 Battle of Sacile 1809
The Anglo-Portuguese Army of 1810-1811
ARTWORK REFERENCES 140
The Spanish Army of 1810-1812.
French Infantry Corps d'Armée 1812 INDEX 141
The Russian Army of 1812
The Ottoman Turkish Army of 1809-1812 PLAYSHEETS
w ' ield of Glory Napoleonic has been designed in an and no less colourful characters. There is a wealth of
JL. approachable and easy to learn manner that literature available, including contemporary accounts
allows players to concéntrate on realistic deployments and diaries. Modern historical scholarship is still
and battlefield tactics resonant of this classic era. busily at work extricating an ¡mínense wealth of
We have tried to capture the atmosphere of battles detall from less than a quarter of a century of rich
ranging from the period of the ist Coalition against narrative and records. Figure manufacturers of all
the French revolutionary armies in 1792 and ending scales have not failed to rise to the challenge of the
with the yth coalition and the final defeat of period, modelling with increasing accuracy and
Napoleón at Waterloo in 1815. artistry many of the historical characters and variants
The Napoleonic Wars is a ñame normally given of virtually all the armies. The 'what ifs?' of this
to the series of military campaigns that gripped most period are no less stimulating.
of Europe between 1799 and 1815. As the ñame This book is designed to both explain the game
implies, the central figure in this confiict was and be a reference guide when playing. To make the
Napoleón Bonaparte, who became the ruler of France rules easier to follow we have added examples,
in November 1799. detailed descriptions and explanations of unusual
Tabletop wargaming with miniatures is an cases throughout.
engaging pastime and once hooked you will be a Throughout the rules text in italics indicates that
wargamer for life and will be ablc to join the growing there is more information to be found in other
fraternity of wargamers worldwide. For many this sections. You will also find numerous pictures and
era has a classic feel to it with colourful uniforms diagrams that will assist your understanding.
Napoleón and fus Marshals on the Field of Glory
S hat you need to play Field of Glory Napoleónica Terrain for your battlefield, such as hills, INTRODUCTION
rivers, marshes and so on. These are all
An opponent: Games can be played with one commercially available and described in more
player on each side, solo, or with múltiple detail later.
players on each side. Dice: Normal cubes numbered i to 6 (A6}.
A tabletop/board - the 'battlefield'. Ideally, each player should have about 10 of one
Two opposing armies of miniature figurines colour and maybe 5 each of two other colours.
painted and mounted on bases of the same A means of measuring distances: a tape measure
width. These figurines can be of any scale from or a set of measuring sticks marked off in inches,
to 2.8mm. millimetres or Movement Units (MU).

MEASUREMENTS

Msisuring distances in Field of Glory Napoleonic is Metric Imperial Base-width


: ^íavement Units (MUfor shan). One MU differs lo-iSmm figures 4omm i 1/2 inch 6omm
=-. size depending on the scale of figures used. It can 12— i8mm figures i^mm i inch 4omm
x either metric or imperial as agreed by the players
5-iomm figures lomm 3/4 indi 3omm
:r decided by tournament organisers.
Preferred measurement units are highlighted in bou
The MU is different for the various figure scales
ind whether or not the preferred measurement
"siem is metric or imperial. One additional Where measurements are used in the rules all
—easurement is used at times in the rules. This is 3 figure scales are usually given with the lo-iSmm
the 'base-width'. measurement written first and the 5—lomm one last.
The different measurement units are: (For example: 6omm/4omm/3omm)

BASES

-. base is a rectangle on which model figurines are the number of figures which can be mounted on each
ürunted. The number and type of figurines gives a base are usted in the Reference Sección.
_:-_-il representation of the troops involved. A number Field of Glory Napoleonic features a range of different
t bases, as specified in our companion army list books, troop types which reflect the variety that existed in
r-ii.e a unit. These are the playing pieces in Field of armies of the period. Bases of different troop types are
?."--}• Napoleonic. All the figurines used in Field represented in a number of ways, but the standard for
- Glory Napoleonic are mounted on bases of the Infantry is 8 figures to a base, 4 wide 2 deep and for
ane width. Cavalry it is 3 wide i deep. Artillery is one gun model
When using zo-iSmm scale figures, a base needs plus 3 or 4 gunners to a base. Skirmishers and Irregular
: be óornm wide. For i2.-i8mm figures a base is light Cavalry have a reduced number of figures on a
.cnun wide. For smaller figures a base needs to be base. Some of the commercially available infantry figures
:~jn wide, although some double width 6omm bases may not easily fit onto the standard base, in which case
fPf be used for convenience. The depth of bases and the player may optionally reduce the number of
iníantry figures on a base to 6. Weapons. It is this mix of parameters that allows
Groups of bases are used together in the game to Field of Glory Mapoleóme to accurately portray the
form Units. These units are defined by four variety of troop types which existed in the
parameters: Troop Type, Élan, Training and Napoleonic period.
Spamsh L,
MARKERS
A few markers are required for ease of play. These are: Cohesión markers
• Cohesión markers: i different ones - Disordered
and Wavering, with possibly a third marker -
Broken. A further temporary marker may be
used - Halted
• Aide-de-camp (ADC) markers: A number of
command markers may be needed to represent
Command Points to be distributed by the
Divisional and Corp Commanders.
roop types are divided into 3 basic categories The three main categories are Infantry, Cavalry
T and then several sub-categories, according to and Artillery, which are sub-divided as follows
how they moved and fought on the battlefield. (see the Reference Sección for further information).
Different troop types are based in different ways.
INFANTRY
These can be: Line or Light. They may also be Croatian Infantry advance
referred to as Skirmishers when operating in that
formation. Line infantry are also farther subdivided
into Reformed and non-reformed based upon their
nation's use of l'ordre profond (attack column) or
l'ordre minee (une). Reformed regiments are mostly
assumed to have introduced light infantry companies
into their battalion formations and to have stopped
using the line as their normal formation for
manoeuvre during a battle.
CAVALRY
These can be either Heavy or Light. Some of the Skirmishers. Irregular light cavalry in any formation
heavier troop types may also be defined as Shock. are as considered to be Skirmishers for both
Light cavalry in a single line of bases (Extended movement and combat.
Line) move and may evade from charges as if
ARTILLERY
These can be either Field or Horse and will also be to use specialised Artillery such as Rockets,
defined as Médium or Heavy. Light artiüery also Howitz.ers and Mortars. Where there is evidence
existed but these are included only as part of the that these were deployed as sepárate units they are
various artillery attachments available, and so are not usted in our companion army list books.
represented separately. Some nations may be allowed
ÉLAN
TROOP TYPES

troops were better fighters because of their quality troops. Generally, an army of poorer quality
—rrale, training and/or weapon skills. Field of Glory troops will be weaker than an army of Superior troops.
\-r:'.¿onic has three categories of troop quality or Elan: To aid game balance, in Field of Glory Napoleonic
•ñor, Average and Poor. Some troops may poorer troops cost fewer points per base to compénsate
additionally be accorded the status of Guard. Some for this, and the poorer army can therefore be much
irrr.ies contain a high proportion of Superior troops, larger (see the Points System section for more
whilst others mainly consisted of Average or even Poor information on troop point valúes).

TRAINING

vid j f Glory Napoleonic has four categories of of years doing so are classified as Veterans. Troops
aining for the troops in an army: recently enlisted with little or no training are
Troops that are used to obeying orders and who classified as Conscripts and troops with no formal
íve practiced moving together in formation are training raised as ad-hoc units when required are
ü¿i£ed as Drílled. Troops that have spent a number classified as Irreevlars.

WEAPONS

Troops are normally armed with muskets if Infantry, sizes and power in use by the different nations, some
or abres & carbines if Cavalry. However, there are of them using weapons captured from others.
:¿ier weapons that may be used by a limited number Inevitably it has been necessary to generalise and we
af troops in some nations. For example rifles and have concentrated on the tactical and operational use
-ÍT.;Í-Í. Artillery was much more complex with a made of them and of their effectiveness rather than
¡TÍ range of types of guns and howitzers of different their detailed ballistic characteristics.

COHESIÓN LEVELS

begin the game in good order and we refer Steady: in good order and ready to fight (STY).
as Steady. As they suffer battle damage, their Disordered: reduced in effectiveness, but still in
ness and effectiveness in battle is reduced, the fight (DSR).
.g in changes to their cohesión level. These Wavering: in a critical state, unable to fight
can occur gradually or suddenly and represent effectively (WAV).
nation of morale effects, casualties, battle fatigue Broken: no longer able to fight, fleeing, or about
oí tormation. to fice (BRK).
re are four levéis of cohesión:
IN SUMMARY
The four qualifiers: Type, Elan, Training and to a of history will help with tactical decisions. For
lesser extent Weapons are used together to describe a example, the Superior Conscripts of revolutionary
base of figurines. Although initially this may appear France are much better when used to assault the
a little complicated, it will be picked up very quickly enemy rather than used for a prolonged fire fight.
and allows the very wide variety of historical troops The relevant strengths and weaknesses of each troop
to be simulated. Our companion army list books type will become easier to understand and master as
describe the troop types in detail. A little knowledge you play the game.
he first thing that a player needs to play but can lead to battles between armies that never
T Field of Glory Napoleonic is an army. The actually fought each other.
rules are designed to be played with many different A head-to-head point based game: This type of
figure scales and with many different figure basing game is an entirely fictional encounter between
schemes (see the section Using figures Based for 2 forces each selected using our points system
Other Rule Sets}. described in the Reference Section of this book.
There are many different methods of choosing an As with campaign games, using this system
army to play with. The main ones are: allows for non-historical encounters between
armies. However, it can also lead to battles
• A histórica! refight: A historical battle or where both sides are using the same army.
scenario is chosen, with each player or team Although it may look a bit odd, there is nothing
choosing which side to command. The historical wrong with the same nationality armies fighting
composition of each army is converted to match one another. It can be explained as a fictional
the unit organisations and command structure civil war or maybe French troops fighting each
used in these rules. other for supplies on the retreat from Moscow
• A 'what-if* battle or scenario: This type of or Royalists versus Bonapartists or units
battle is designed and prepared based on mistaking each other in the smoke of battle
historical what-ifs to créate a battle that 'may' (e.g. Saxons attacked by French on the first
have occurred if different circumstances had evening of Wagram). There are many instances
occurred in history. of commanders on the same side who hated one
• A campaign game encounter: Campaign games another (French, Russians, Austrians, etc.).
are popular in wargaming clubs and societies. Although they were more likely to duel each
They allow players to make their own history, other, it is possible it may have escalated.
PLACING THE TERRAIN
The terrain is placed on the table, matching that of the battle or a what-if scenario. Alternatively our own
original battlefield or location if fighting a historical Terrain layout rules may be used (see Setting Up a
Points Based Game}, which are designed to give
a reasonable battlefield without unbalancing the
battle too heavily in favour of either player.
The Rifles advance across rough terrain
DEPLOYING YOUR ARMY
Each side now places his figures on the table using scenario, it could be defined by a neutral umpire, or
whatever deployment method he wishes. This may our own deployment rules may be used (see Setting
be pre-defíned if fighting a historical battle or Up a Points Based Game).
ach player's command will probably represent a battles will be able to use our army list books ío
E mixed forcé of between 15 and 25 thousand men, design and build their own armies, within the
which approximates to a 'corps' in the terms used by framework given in those books.
many armies in this era. The composition of this forcé Each player's command will normally represent a
will depend upon the type of game being played. single large corps of 2-3 divisions, but may also
A histórica! refight will require players to research include an attached 4th división. In some cases the
the armies involved and convert their research into command may consist of 2 small corps. For ease of
the units and commands required by these rules. reference we will refer to a single player's command
Instructions on how to do this are included in the as a 'corps' throughout the rules. Each corps will
section Using These Rules for Histórica! Bateles. have its own Corps Commander and models to mark
Players wishing to fight campaign games and one-off its Line of Communications.
TABLE-TOP UNITS
In Field of Glory Mapoleóme a single Infantry unit more batteries. For Infantry a unit would represent
represents a demi-brigade, a regiment or a grouping a forcé of between 1,200 and 3,000 men, for Cavalry
of battalions based upon their battlefield role, which this would be between 500 and 1,200 men, and for
for ease of reference is referred to as a 'unit'. Artillery between 12 and 30 guns. The term 'unit' is
A Cavalry unit represents a regiment or grouping of used throughout the rules to refer to a single Tactical
squadrons and an Artillery unit a grouping of 2 or group of bases
FORMATIONS
In general, troops must be in one of the permitted • Square: used by Infantry only.
formations with all bases in edge-to edge and corner- • March Column: Used by both Infantry and
to-corner contact with each other, and with all bases Cavalry.
facing in the same direction with the exception of • Supported: also referred to as Self-supported.
Infantry in Square. It is a type of Tactical formation available only
The permitted formations are as follows: to large units of Infantry or Cavalry.
• Limbered: used by Artillery only.
• Tactical: The standard battle formation used by • Unlimbered: used by Artillery only.
both Infantry and Cavalry.
• Extended Line: sometimes referred to simply as See the Reference Section/Troops for details of these
Une. Can be used by both Infantry and Cavalry. formations.
• Skirmish: a formation used by light Infantry and
light Cavalry only.
DIVISIONS
As a general rule each división will be designated as Artillery. It must contain at least 2 Cavalry units.
one of three types: A Mixed división: Must contain at least
2. Infantry and one Cavalry units, but no
• An Infantry división: May not contain any more than 4 of either. It may also contain
Cavalry units, but may contain up to i Artillery i Artillery unit. When using our accompanying
unit. It must contain at least 3 Units. army list books, mixed divisions may only
• A Cavalry división: May not contain any be used as stated in the list for the army
Infantry, but may contain up to i unit of Horse being used.

ATTACHMENTS

Players may choose to upgrade the effectiveness of • The total number of attachments allocated to
their units by including up to i different attachments Cavalry units may not be greater than half the
in each. The máximum number and type of total number of Cavalry units (large or small) in
attachments allowed to each army is defined in our the army (rounded up). If playing a historical
army list books. If not using these lists the following game these restrictions may be ignored if actual
restrictions should be used: orders of battle provide altérnate formations.

• The total number of attachments allocated There may also be exceptions to the above
to Infantry units may not be greater than the restrictions defined by our accompanying army list
total number of Infantry units (large or small) in books. For example; a French Oíd Guard división
the army. may use i Artillery units in 1812..

COMMANDERS

A commander is an individual of high rank, also have a number of Command Points which they
responsible for influencing one or more units. Each use to manoeuvre troops under their command.
army must have a Corps Commander and i to 4 There are three levéis of commander and those
subordínate or allied División Commanders. available to a particular army are set out in the
Commanders are represented by individual bases companion army list books:
and can move independently or with a unit they
have temporarily joined. With the exception of • Exceptional Commander. An excellent leader
commanders, all bases must be part of a unit. A base who is a brilliant army commander. He controls
representing a commander must be easily 3 Command Points. Napoleón, Davout and
distinguishable from other bases in the army. All Wellington all fit into this category.
commanders have a command range, which is the • Skílled Commander. A good commander, capable
distance within which they can influence units. They of commanding an army, or being a reliable
Additionally any commandcr may also have the
following trait.
Charismatic Commander. A commander who
possesses great powers of influence and
leadership over his troops. He adds a bonus to
the Cohesión Teses of the troops he is leading.
Any of the above 3 levéis of commander may
also be cha.risma.tic.
During the movement or recovery phases of his own
Welüngton and his Generáis at Waterloo turn a commander may move to and join any one
infantry or cavalry unit of his own command,
subordínate. He controls i Command Points. which is not already in combat. If a commander
Archduke Charles, Eugene and Bagration joins a unit he must be placed in edge contact with it.
probably fall into this category. A commander is considered to be 'leading' any unit
• Compelerte Commander. An average commander that his base edge is contacting. If it is contacting 2 or
able to command a small part of the army or be more units the player must state which unit he has
a weak commander of a large army. He controls joined. A commander leading a unit has his command
i command point. Most commanders fall into rango halved unless that unit is in cióse combat, in
this category. which case his command rango is reduced to zero.
LINE OF COMMUNICATIONS
The 'Line of Communications' (LOC) plays an both important objectives
importan! role in maintaining the morale and fighting during this era. The LOC
cohesión of your army. An army must have an LOC base can be used to
which is identified by the positioning of a base créate a small diorama
9omm/6omm/45mm square. It is placed in open to further enhance
terrain if possible with one of its side edges touching the look and feel of
the player's rear edge and also on or touching a road the battle.
leading off that edge (see Deployment rules).
Preserving and protecting your 'line of
Communications' and threatening the enemy's were Frencti Aide De Camp
WINNING THE GAME
A player wins the game if he defeats his opponent by The victory may be upgraded or downgraded
inflicting a specified amount of damage. A game ends according to the victors ability to pursue his opponent
when one or both of the armies are defeated, - based upon the number of 'fresh' Cavalry units that
or if players run out of time before this occurs. both sides have remaining at the end of the battle.
18
IV i
i I I

ff
he game is designed to be played on a rectangular in army size to suit. For ease of reference table
table with the following preferred size: sizes will use the imperial measurements throughout
these rules.
• 8ft x 56: (2.4111 x i.^m) ir using lo-iSmm models The game is played using a standard tape measure
or bases (either metric or imperial measurements can be
• 6ft x 4ft (i.8m x i.im) if using i2.-i8mm models chosen as long as both players/teams use the same).
or bases All dice used are standard 6-sided dice (d6). A dice is
• 4Ít x 36: (i.im x 0.90) if using ^-lomm models rolled to determine initiative, which is used to
or bases identify which player or team moves first. The
player or team whose turn it is to move is defined
Note that these table sizes are only 'preferred' sizes. as the 'active player'. The other player or team is
Larger or smaller tables may be used with a change defined as the 'inactive player'.
GAME SEQUENCE
Each player makes altérnate moves, beginning contact, although actual hand-to-hand combat between
with the player who has gained the initiative. Infantry formations was comparatively rare.
The sequence for each move is as follows: The enemy may choose to take one of 4 actions:
stand, change formation, counter-charge or retire.
COMMAND POINT If the enemy chooses to stand, then, if Infantry or
ALLOCATION PHASE Artillery, he may fire defensively. If there is no fíre,
Corps Commanders allocate their Command Potnts to or if the fire is ineffective, then the assaulting unit
subordínate División Commanden. This enables a player moves into contact with the target enemy unit(s).
to concéntrate his Command Points on the divisions
that are performing the most important actions. THE FIRING PHASE
Both sides get to fire their units in this phase.
THE ASSAULT PHASE The active player fires first with any or all of his
This phase is where your troops attempt to get to units that are within range. Only cióse range fire is
grips with your opponent's troops. If the active player compulsory. Fire effects against each target are
so chooses, any of his cumulative and results are calculated on each enemy
Infantry or Cavalry unit in any order selected by the active player. Each
units that are within target may only be fired at once per phase (even if
normal movement fired upon by several different enemy units) and
distance may attempt to results are applied immediately.
move into contact with enemy The non-active player now fires any or all of his
unit(s). He must declare all unit(s) units that remain within firing range, even if his units
that will be attempting to cióse to have already fired once during the Assault Phase.
contact the enemy and which Again each target may only be fired at once per
enemy unit(s) each intends to phase with results applied immediately.
Austnan JcRger officer leads
the assauh
THE MOVEMENT PHASE in this phase. See Combat Mechanism. At the end of
Only the active player moves his units in this phase. each combat, one of the units will usually retire to
The active player may move any or all of his reorganise or retire Broken. See Outcome Moves.
units up to máximum of their movement allowance. In a few cases there may be a unit that will fight
Basic movement can always be performed, but some a sccond Combat Phase, but no unit will ever fight
manoeuvres or formation changes may only be 3 times in one move.
performed by expending a Command Polnt and after
successfully passing a Complex Move Test (CMT). THE RECOVERY PHASE
Other manoeuvres and formation changes may only The active player tries to reverse the gradual
be allowed to certain troop types. See the section disintegration of his army in this phase and may
entitled 'General Movement Rules'. attempt to reorganise some of his units that have
Units cannot be moved into contact with enemy previously suffered some loss of cohesión. This
units during this phase. includes rallying Broken troops and recovering
abandoned guns. Note that units that have been
THE COMBAT PHASE heavily committed may never totally recover their
Combat between enemy units in contact is resolved full effectiveness.
k¿.
FULL ACTION SEQUENCE
The full sequence of events is as follows: • The active player moves assaulting units to
contact if allowed.
• Command Point Allocation Phase: Firing Phase
• The active player allocates his Command • The active player fires his units where
Points from his Corps Commanders to his possible and applies the results immediately.
División Commanders. The non-active player tests his units for any
• Assault Phase: friends Broken by this fire and for units being
• The active player declares which Infantry or burst through.
Cavalry units will attempt to assault the • The non-active player fires his units and
enemy this phase. He also declares any units applies the results immediately. The active
of ¡mpetuous troops who are within reach of player tests his units for any friends that have
the enemy and who do not wish to assault. Broken and for units being burst through.
• The active player takes any Complex Move Movement Phase.
Tests associated with his declared actions • The active player moves any of his units and
expending i Command Poinc for each test commanders within the restrictions laid down
taken. by the rules. He must move any and all units
• The non-active player declares his reactions that are 'in command' first. He may then
and takes tests for units where required before attempt to move units that are 'out of
making the declared action. command'.
• Units which are making an intercept move • The active player removes one Command
or counter charging are then moved and Point from one of his División Commanders
intercepted units are moved into contact with for every complex move attempt by a unit
interceptors. i Command Point is expended if under his command. Once his Command Points
the intercept move requires a CMT. are expended he may not attempt any further
• Artillery being assaulted may fire at médium complex moves during this Movement Phase.
range at the unit(s) assaulting them. (for more information on complex moves
• If an assaulting unit will be fired upon at see Detalled Rules/'Complex Move Test)
cióse range the active player will move his Combat Phase
units to a point iMU from the enemy. • Combat occurs between friendly units and
The non-active player fires at these units at enemy units in contact with them.
cióse range and applies results immediately. • Outcome moves are made.
Ponugue.se Cacadores
• Remove a base from Cavalry units that are original position within field fortifícations if
Spent as a result of combat. moved during firing.
• Repeat these 3 steps once only for pursuing • The active player attempts to recover the
units if allowed. cohesión levéis of his units and recover
Recovery Phase abandoned guns.
• Assess victory conditions. The game ends if • The active player returns his Command Point
either side has been defeated. markers (ADCs) to their respective
• The non-active player may move his commanders.
commanders up to 4MU.
• The active player may move his commanders The individual elements of the action sequence Usted
up to ^MU. above are described in detail in the following
• Restore Artillery of both players to their paragraphs:

COMMAND POINT ALLOCATION PHASE

Ir. this section you will learn how to control and Corps Commanders provide additional support to
rr.anage your units on the battlefíeld. their División Commanders that are within his
Command and control in the game is simulated command range in the form of bonus Command
bv allowing Corps and División Commanders and to Points. He may allocate his Command Points to any
iome extent Brigade Commanders to iníluence the División Commander within his range during the
behaviour of their troops. We do this by making it Command Point Allocatwn Phase.
easier for a unit to perform certain complicated moves División Commanders provide command for all
if they are led by or within command range of units in their own división, but not for units in other
5. Commander. We also make it more likely that a divisions. Some armies can have one or more allied
anit will remain Steady or recover their morale state contingents. Allied commanders also provide line of
if within command range of their commander. command for all units in their own división, but are
Finally we gave a small bonus to units if a restricted in other ways.
Commander leads them into combat. The command ranges for Corps Commanders and
División Commanders are as follows:
General Ponlatowski
Corps Commander División Commander

Normal icMU 8MU

Leading a
ioMU 4MU
unit
Leading a unit
oMU oMU
in combat

Brigade Commanders: Some armies are allowed


to attach Brigade Commanders to their units.
These commanders cannot leave their unit and act
as a División Commander only for that unit.
They therefore have an effective command range of the troops under his control may perform. For
oMU. They are particularly useful in Cavalry more information on the CMT see the section
brigades that may be required to opérate separately The Complex Move Test in the Detailed Rules
on a flank. They have no Command Po'ints of their section. The number of CMTs attempted each turn
own, ñor may they receive additional points from by the units of a división is limited by the number
their Corps Commander. of unused Command Points controlled by their
AUííd Commanders behave exactly the same as División Commander. If the División Commander has
any other División Commander except that his Corps no unspent Command Points then no unit in that
Commander must expend one extra Command Point división may attempt a CMT. The exception to this
when allocating additional Command Points to him. is that any unit led by a commander of any type
This means that a Competent Commander cannot (Corps, División or Brigade) may always take a
allocate his one Command Point to an Allied CMT at any time. In effect this gives every
commander. commander a 'free' Command Point for the unit he
is leading. A commander leading a unit in contact
COMMAND POINTS with the enemy cannot allocate Command Points,
All units can perform simple actions at any time ñor can the unit he is with attempt a CMT.
without direction from their División Commander. Rules for the use of Command Points are
However, if any unit wishes to make a complex as follows:
move or manoeuvre (see Complex Move Test)
then that unit will require orders from his • All Command Points are returned to their
División Commander. To simúlate this we use respective commanders at the end of a player's
Command Points (CP). own Recovery Phase. Any markers/ADCs must
Command Points are supplied each turn by be repositioned touching their respective
both Corps Commanders and División Commanders commander bases. Unused Command Points are
as follows: lost.
• A Corps Commander must expend a Command
Skill level Command points Point in order to move voluntarily. He must
3: Excepcional
expend one Command Point each time he
3
moves, excluding the 4MU allowed during
i: Skilled 2
either player's Recovery Phase. If a player has
i: Compet&nt I
any plans to move the Corps Commander,
he must retain a Command Point for this
A commander may also be referred to as skill level purpose. If forced to move
i, 2 or 3 instead of Competent, Sk'dled and during either player's turn
Excepcional. This is often an easier way to remember he will automatically
the number of Command Points available to a lose one of his
commander. unallocated Command
A Corps Commander may allocate his command Points unless he has
point(s) to his subordínate División Commanders. none remaining in
In order to identify where he has allocated them, which case his forced
players are encouraged to use aide-de-camp markers movement is free.
(ADCs), i for each Command Point.
The skill level of a División Commander affects
the number of Complex Move Tests (CMTs) that French. Aide De Camp
• The active player allocates Command Points División Commander has used all his available
from his Corps Commander to any of his Command Points no further CMTs can be
División Commanders at the start of his turn — attempted that turn by the units of his división,
during the Command Polnt Aiiocation Píase. unless they are led by a commander.
He may allocate Command Points to his If a Divisional or Brigade Commander is leading
División Commanders in any way he wishes, a unit, that unit can take a CMT without
and may retain any for his own use. These expending a Command Point. If a Corps
Command Points are used to temporarily Commander is leading the unit it may freely
increase the command level of the División turn or reform whilst otherwise remaining
Commander for that turn only. stationary. Any other move by the Corps
• División Commanders outside the command Commander will require the expending of a
range of the Corps Commander require Command Point.
i additional point of allocation. That is, 2 points Command Points may be required during
must be allocated from the Corps Commander to the opponent's Assault Phase for Infantry and
increase his points by i, and 3 points to increase Cavalry units that wish to intercept, unless
it by 2 the intercepting unit is led by a División or
• Allied commanders require i additional point of Bngade Commander.
allocation. That is, 2 points must be allocated No Command Points can be allocated from the
from the Corps Commander to increase an allied Corps Commander to the División Commander of
División Commander's points by i, and 3 points a reserve or flank marching command
to increase it by ^. unless he is on the table during
the Command Allocation Phase.
Note that an allied División Commander requires
3 points of allocation to increase his point by i if he
:> outside the command range of his Corps
C:mmander.

• Command Points can only be allocated by


División Commanders to units in their own
command. A Corps Commander cannot issue
Command Points directly to units other than to
move with a unit he is leading.
• One Command Point is expended for each
CMT taken by units in a división. When a Saxon Infantryman

THE ASSAULT PHASE

At the start of each turn, the active player TROOPS ALLOWED


must decide whether or not to attempt to move TO ASSAULT
into contact with the enemy (assault) with any of Only Infantry or Cavalry can make an assault move.
his units. To do so a unit must satisfy the following criteria:
It must be able to see the target of the assault • The nearest enemy.
from the starting position. • If 2 targets are of equal priority the active
It must be able to make a normal advance move player chooses which to target.
that will contact the target or the front of a A Cohesión Test must be taken by any friendly
defended obstacle. unit passed through by a unit which fails this
It ¡s not Infantry in Extended Line and CMT.
'kinked'. • A Corps Commander must expend one of his
It is not in March Column unless assaulting own command points if he is to lead a unit into
across a bridge, or its move is entirely along a an assault.
road and it is assaulting into buildings. • Declaring an assault with a unit which is
It cannot make a formation change. outside the command range of its División
It must take a Complex Move Test (CMT), and Commander requires the expenditure of a
its División Commander must expend a Command Point, unless that unit is led by a
Command Point (unless the unit is led by a Corps or Brigade Commander. If the assault
commander of any type) in the following would normally require a CMT then ^
circumstances: Command Points must be expended.
• Declaring an assault which will pass through • Assaults cannot be declared (or not declared by
friends. These can only be Skirmishers or Impetuous units) if Command Points are
Artillery, or non-Broken Infantry who are part required but the unit's División Commander
of the same división as the assaulting unit. does not have enough remaining.
• Declaring an assault with Cavalry against a
target that is also being assaulted by Infantry. Assaults are not allowed in the following
• Declaring an assault with mounted circumstances:
Skirmishers against the front of an enemy
J unit, unless all targets are Skirmishers or are • Wavering and Broken units cannot make an
Wavenng or Broken. assault or counter-charge.
• Declaring an assault with a Spent or • Cavalry cannot assault Infantry or Artillery
Disordered unit unless the assaulting unit is defending buildings, or in fíeld
Guard, or is shock Cavalry^ or is an unspent works unless the assault
Impetuous unit, or if the target is Wavering through the rear of such
or Broken. fíeldworks.
• An Impetuous unit which is Unspent and • Infantry cannot assault
either Steady or Disordered MUST take a Steady or Disordered enemy
CMT if they could contact an enemy unit Cavalry, even if in the flank
but do NOT wish to assault it, even if such or rear.
an assault would pass through friendly units • Infantry Skirmishers
they are not normally allowed to assault cannot assault the front
through. If they fail the test they must of non-Skirmishers.
declare an assault on an enemy target in the • Units cannot assault
following order: across a stream or river if the
• The nearest enemy unit in reach and water is shoulder high
directly to their front. or a surging torrent.
• The enemy unit that can be reached with
the mínimum amount of wheeling. Rus Grenadier
18
The following interpenetrations during an • They may not wheel to place less of their
assault are not allowed, other than by Impetuous target to their front or past the point at which
units that have failed a test to not assault: the centre of the targets front edge is directly
• Assaults which pass through Cavalry of any ahead of the centre of their own unit.
type or command. • An impetuous unit making an assault may make
• Assaults which pass through Infantry of a any legal wheel as necessary to avoid bursting
different división unless that Infantry is through friends.
entirely in Skirmish formation.
• Assaults which pass through any Broken REACTION MOVES
troops other than Artillery. A unit that is the target of an assault may perform
the following actions:
WHEELING DURING AN
ASSAULT MOVE • Default actions not requiring a Cohesión Test:
Units making an assault move may wheel up to • Halt - Infantry not in Square being assaulted
90 degrees but cannot exceed half their normal by other Infantry.
move distance in doing so. • Halt - Infantry in Square being assaulted by
All wheeling must be completed at the start of Cavalry.
the assault move before any 'straight ahead' • Retire if Artillery - unlimbered Artillery will
movement is made. normally be abandoned and the gunners take
A unit may only wheel towards their target and refuge behind an Infantry unit within 2.MU
must wheel as far as necessary to place some (see Abandoned Guns). Limbered Artillery
part of the target in front of the centre of their will make a retire move as normal (see
own unit, or as far as possible if this would Ouccome Moves}.
otherwise cause them to not reach their target. • Evade if light Cavalry in single rank.

"B" must wheel to


point 2 - May wheel
as far as point 3

— 29 —
• Evade if Infantry Skirmishers. They may Test if being assaulted by Cavalry. The owning
choose to stand if assaulted by other Infantry player must choose whether or not to form
Skirmishzrs and MUST evade if assaulted Square and the Infantry always cnds in the
by others. Units passed through take a formation chosen even if the test is failed. It is
Cohesión Test, harder to successfully form Square from
• Counter-charge - If Cavalry are assaulted Extended Line than from any other formation.
frontally by other Cavalry. Simply move the Light infantry in Skirmish formation must
non-active player's units towards their evade, they cannot attempt to form Square.
attackers, wheeling towards them as far as • Infantry units in Square assaulted by enemy
necessary. The distance of this counter-charge Infantry only. They may stay in Square or
is either 4MU or half the distance between change to Tactical formation. The unit ends in
themselves and the assaulting unit, whichever its chosen formation even if the test is failed.
is less (the wheel is 'free'). If they cannot • Light Cavalry in Skirmish formation must test
move their full distance, then move them as if they wish to counter-charge non-Skirmishing
far as possible - they are still considered to Cavalry. They will evade if the test is failed.
be counter-charging. • Unlimbered Artillery must test if they wish to
• Only Steady and Disordered Cavalry can stand and fire. If the test is failed the guns are
counter-charge. Additionally: abandoned.
• Light Cavalry Skirmishers may only freely • Unlimbered horse Artillery being assaulted by
counter-charge other light Cavalry an enemy starting their move from more than
Skirmishers. ^MU away may choose to limbcr and retire.
• Other Steady and Disordered Cavalry The Artillery will make a retire move even if
MUST counter-charge. failing the test.
• An unlimbered Artillery unit may attempt to
All retires or evades are conducted according to the fire at médium range before abandoning guns if
rules in the Outcome Moves section. If a unit retiring the enemy assault starts more than ^MU away.
or evading from an assault is contacted by the enemy If the enemy assault is stopped by the fire the
it automatically drops a cohesión level, regardless of Artillery will remain where they are and fire
facing and retires an additional 4MU retaining its again during the following Firing Phase. If the
original facing. test is failed foot anillery units will abandon
All other actions require a Cohesión Tese to be their guns, while horse anillery will limber and
taken. Any failure of this test results in the testing retire, (see the Outcome moves section)
unit dropping one level of cohesión.
Actions requiring a compulsory Cohesión Test: All failed tests will cause i loss in cohesión except
that abandoned Artillery units have their own special
• All Wavering units must take a Cohesión Test rules (see Abandoned Guns}.
if assaulted. If they pass, they will stand or
evade as normal. If they fail, they become
Broken immediately. They automatically fail if
the enemy would contact them in the fiank or
rear. They must test a second time if they stand
and also wish to reform.
• Infantry in the open who are neither in Square
ñor behind an obstacle must take a Cohesión French Caisson on the move
30
EVADE MOVES abandoned Artillery models are ignored. If this new
An evade move is treated the same as any other retire target can be reached as part of a normal assault move
—ove, the rules for which are described in Outcome it reacts as if it was the original target. If a new
( .'.'•••es/Retiring Units. target is contacted within the first half move of a
The distance of an evade move is as follows: pursuit move then a ind combat may occur. If this
target is contacted after the first half move of a
• Skirmishing Infantry: D<5 + 2 MU pursuit then combat occurs next turn. If no new
• Limbered Foot Artillery: D<5 + i MU target is available the assaulting or pursuing unit
• Skirmishing light Cavalry: D6 + 4 MU completes its full move distance in direction of the
• Limbered Horse Artillery: D6 + 4 MU original assault or pursuit.
• Unlimbered Horse Artillery: D<5 + 2 MU
(ending limbered) INTERCEPT MOVES
An intercept move may be up to a máximum of iMU
If the target of an assault or pursuit moves out of for Infantry and ^MU for Cavalry. At the start of an
rsnge, trien the moving unit may wheel towards the intercept move, Infantry can wheel up to iMU and
next nearest target which was within iMU of the Cavalry up to iMU forwards if this results in more
: riginal target before it moved, or within 2.MU of the of the intercepting unit ending its move in front of the
path of a retire move. For the purposes of this rule, assaulting unit. The amount of wheel does not count

Intercept cannot
block the assault
- so is cancelled
as part of the intercept move distance. If the move Additionally:
does not place the interceptors in a position where
they will be contacted by the assaulting unit then the • An Infantry unit being intercepted by Cavalry
intercept move may not be made. A successful does not have the option to form Square and
interception is resolved during the Combat Phase. will fíght intercepting Cavalry in its original
Only Steady and Disordered Infantry and Cavalry formation.
may intercept, and they may only do so in the • A unit being intercepted may not be fíred upon
following circumstances: by the original target of the assault.
• The original target of the assault does not have
• An intercept move may only be performed by to make any of the otherwise compulsory tests
units of Cavalry or Infantry in Tactical for being assaulted if all of the assaulting units
formation. Infantry may only intercept other fail to make contact because of an interception.
Infantry. Cavalry may intercept any assaulting
troops. DEFENSIVE FIRE
• Steady, unspent units of Cavalry or Infantry If an Artillery unit is the target of an assault and
may intercept freely without a CMT. chooses to fíre at médium range before retiring, then
• Disordered or Spent units may make an the fire effects are calculated at the point when the
intercept move but must first pass a CMT. enemy is furthest away but within 6MU. This may
However a unit with an attached Brigade mean that the firing is performed before the enemy
Commander or led by a División Commander unit starts its move. If the enemy is forced to halt,
will automatically pass such a CMT. A unit led the assault is cancelled at this point.
by a Corps Commander may also intercept, but Other than Artillery firing as above, the only
only if he immediately expends all of his firing allowed during the assault phase is at cióse
remaining Command Points. range and only at assaulting units. If the unit being
• No part of an intercept move may cross difficult assaulted chooses to stand and fire, the assaulting unit
terrain. must 'pause' iMU from the target and receive fire at
• No part of an intercept move may pass through that range. See Firing Phase. Firing is calculated as
another friendly unit. if the assault would complete successfully. This means
• Unless contacting the enemy flank or rear, the that some units may fire at assaulting units which do
interceptors must move a minimum of iMU if not physically move to within cióse range.
Infantry or zMU if Cavalry, or halfway If the result of firing is 'must pass a CMT to
towards the assaulting unit if this is less. The contact or advance' then the assaulting unit may
assaulting unit will then move into contact with choose to expend one of its División Commander's
the interceptors. Command Points and take a CMT. If the test is
• To intercept the flank or rear of an assaulting passed the assaulting units move into contact. If the
unit the interceptors must have been in a test is failed, or the test is not taken they will retire
position to make a legal flank or rear assault and to 3MU if Cavalry or stay at iMU if Infantry. If the
within intercept range before the assaulting unit retiring Cavalry has an attachment of Artillery and
started its move. The interceptors move into the only enemy within iMU is Infantry in Square
contact with the flank of the assaulting unit, it may choose to remain at 2.MU.
counting this as a normal flank or rear assault. If the result of the firing leaves an assaulting
This caneéis the assault immediately. Infantry unit not in contact but within firing range,
it will be allowed to fire as normal during the Firing
Phase.
AssouJt would not
pass within 2 MU
so "infantry B"
cannot fire

Assault would pass


within 2 MU so
"infantry C" can fire
1 dice in support

ASSAULTING A FLANK wheel must be completed during the first half


OR REAR of the move.
Attacking an enemy in either the flank or rear gives
a large bonus to the attackers. To assault or intercept A move that satisfies all of the above is considered to
the flank or rear of an enemy a unit must fulfil the have assaulted the flank or rear of the enemy unit.
tbllowing requirements: If there is no other firing that could stop the assault
completing, the unit being assaulted drops a level of
« It must not start its move even partially in front cohesión BEFORE it can fire defensively at other
of its target. assaulting units, otherwise it drops a level of cohesión
• It must begin its move with the centre of its AFTER it has fired any defensive fire. An
front edge behind a line extending the front intercepted unit may not fire defensively. A unit may
edge of the target enemy. not fire at enemy units assaulting its flank or rear. If
• It must contact the enemy flank or rear edge or a charge successfully contacts a flank or rear the unit
rear córner with its own front edge or front contacted will immediately turn to face the attackers,
córner. unless also contacted on another face. It still counts
• It cannot wheel more than 90 degrees and any as being attacked in flank or rear for combat purposes.

33 —
THE MOVEMENT PHASE
RESERVES AND FLANK MARCHES start to bring on his reserves at the start of his
A reserve is a división that is left ofF the rear edge next Movement Phase. He must tell his opponent
of the table. A flank march is a división that is which edge (and sector) of the table they are
attempting to enter from either side edge of the table. approaching from, and reveal the note defining
At the beginning of the Movement Phase and this approach. If the activation test fails he
starting with turn 2 the active player MUST try to must test again the following turn.
actívate any división that starts off-table either from If any enemy unir moves to within
reserve or flank marching. izMU of a reserve division's arrival
The procedure for activating this división is as edge and sector the reserves will begin
follows: to arrive during the player's next
Movement Phase without rolling
• Roll i dice for each level of the División dice.
Commander (Competent = i dice, Skdled = i Moving onto the table with reserves
dice, Excepcional = 3 dice). The activation score or flank marches only occurs during
required is a 5 or higher on any dice.
• If the activation roll is passed the player may Polish Voltimur
o
the Movement Phase. That is, it may not to a position 6MU away from it. The moved
assault on the move that it entcrs. units are placed in the same formation, facing
their nearest enemy (including new arrivals) and
MOVING RESERVES AND FLANK take a cohesión loss. If the unit is already
MARCHES ONTO THE TABLE Wavenng it will instead make an outcome move,
On the move following activation, units of a reserve with a mínimum distance of <5MU, moving
or ílank march can move onto the table, measuring directly away from the arriving unit's table
their move distance from the edge and sector from edge. It will not take an additional cohesión loss.
which they enter. • If a unit due to arrive cannot be placed on the
table without being within iMU of enemy, it
• Artillery will always enter limbered. is placed with the whole of its rear edge
• Infantry and Cavalry can enter the table in any touching the table edge, as long as they can do
formation except Square. so without touching the enemy. They cannot
• The commander of the arriving forcé must lead move any further. If any unit of a command
the first non-artillery unit placed on the table. cannot be placed on the table it must wait until
• No unit may move to within i MU of an a subsequent move but need not test again for
enemy unit on the turn of arrival. entry.
• Arriving units may move along a road if there
is one crossing the table edge in that sector. GENERAL MOVEMENT RULES
• An arriving unit that does not move to within During the Movement Phase the active player may
6MU of an enemy unit may attempt a ind move any units that did not move during the Assault
move as normal. Phase, did not enter as reserves or a flank march this
• Only 3 units may enter the table during the move and were not forced to make an outcome move
first move of arrival. The remaining units of the during this turn's assault and Firing Phases. Some
división enter during subsequent moves, 3 units moves may not be performed unless the unit passes
per move, without a further test. a Compíex Move Test.
• Enemy units within 6MU of the point of entry
of an arriving unit, which are not in combat, MOVEMENT ALLOWANCES
and not in buildings or fíeld fortifications, must The number of MU that a unit may move in a single
be moved directly away from the edge of arrival phase is given in the following table:

Lnreformed Infantil In Tactical or Extended Line


In Extended Line
Reformed Infantry
In Tactical formation

In Skirmish formation
ove by prolong - if any guns are heavy
Unlimbered Artillery
ove by prolong - with no heavy guns

Limbered Artillery

Regular Light unless in single rank


In single rank, Irregular light or any in March Column
• Units in March Column and limbered Artillery No disordering effect
move double distance if moving entirely on a
road, providing thej' remain outside 6MU of
the enemy for the duration of the move.
N/A = Not atloweri
• Units of Artillery deployed in field fortifications
may never be moved, other than to wheel
before firing. They must be returncd to their Note that Reformed and Non-reformed Infantry
original facing during the Recovery Phase. move different distances when in Tactical formation
• With the exception of unlimbered heavy and in Extended Line. This represents the slower
artillery in difficult terrain, all units can move rate of movement of those units which still used the
a minimum of iMU in all terrain and conditions linear formations, compared to reformed units which
(even Infantry in square). tended to opérate in column formations within the
• A médium artillery unit moves as if heavy if it Tactical footprint. Our accompanying army list books
has been allocated a heavy artillery attachment. indicate whether infantry in each national or army
• An artillery unit may unlimber facing any list are reformed or unreformed.
direction.
• The unlimbered unit must have one of it TERRAIN EFFECTS
corners touching the limbered model's original Units positioned in certain types of terrain can suffer
front edge. a temporary loss of cohesión, making them function
• No part of the unlimbered unit can be less effectively, especially if they need to stay in
further forwards than the front edge of the formation to be fully effective. Skirmishers suffer less
limbered model. as their loóse formation permits them to opérate
• No unlimbered base can be further than iMU effectively in almost any type of terrain.
from some part of the original limbered model. Terrain can also affect the movement distances of
• When an artillery unit changes formation from Brtga.de Groups. The General Movement Rules
unlimbered to limbered, the limbered model section fully details how and where ~Briga.de Groups
should be placed in one of 4 possible positions: are affected in this way.
• Facing forwards: In place of one of the Individual units that are in more than one type of
unlimbered bases with the front edge and terrain are affected by the terrain that reduces their
front corners aligned with the original base's movement most or causes them the most loss of
front edge and front corners. cohesión. However a unit with at least one front rank
• Facing backwards: In place of one of the base, and half its total bases, entirely in the open may
unlimbered bases with the rear edge and rear fire as i cohesión level lower. If such a unit is large,
corners aligned with the original base's front it may instead choose to fire with the dice of a small
edge and front corners. unit from the bases partially in the open. Troops
• Facing to the right: With its front edge and affected by terrain automatically recover when the
left front córner aligned with the unlimbered unit leaves the terrain that caused the disorder.
units right edge and right front córner.
• Facing to the left: With its front edge and MOVING UNITS
right front córner aligned with the unlimbered Movement is carried out by measuring each córner of
units left edge and left front córner. the unit to be moved.
Each unit may move any distance up to the
The effect of terrain on the ability of a unit to fire and máximum allowed in the movement table. Some moves
fight is colour coded in the Movement Table as follows: or changes in formation may require that the unit must
Small unit: fire as 1 Large unit: fire as 1
cohesión level lower cohesión leve] lower
or fire as a small unit

first pass a CMT. See the Complex Move Test scction • Units Broken in the opponent's last turn are
in the Detailed Rules. If the unit always stays more moved first, using the rules described under
:/.in 6MU from enemy combat units (not commanders) Outcome Moves. Other units are then moved in
ir may also be eligible to make a ind move. any order.
Heavy rain or Snow reduces movement by one • A unit may move any distance up to the
-jvel. That is, troops in Open terrain move as if in máximum allowed in the Movement Table.
ríough, troops in Rough terrain move as if in • Units In March Column and limbered Artillery
Difficult. Units in Difficult terrain in Heavy Rain or may move up to double their normal movement
Snow have their Difficult movement rate halved, but allowance if the entire move is on a road and
with a mínimum of iMU. the unit stays more than 6MU from enemy
During the Movement Phase a player may move units (not commanders) throughout the move.
any or all of his units up to their full movement Increased movement on roads is allowed even if
i-.owance. Some moves are free, some moves require the road goes through other terrain.
:r.e taking of a test (see the Complex Move Test) • Infantry units in Skirmish formation and
índ some moves are not allowed. irregular light Cavalry may move in any
A División Commander uses his Command Points direction up to half the distance allowed in that
:: make complex moves with troops under his terrain. They may only do so if their move is
command. He must allocate one Command Point to more than iMU from all enemy units (not
each unit within his command rango that will commanders) throughout.
terform a Complex MOVÍ Test. If all of his • Movement is made by an individual unit, by
_ ~.*r.and Points have been allocated then no further múltiple units moving together as a Brigade
complex moves may be attempted. Group, or by commander's bases moving
Once a unit has determined the type of move it independently.
:-~ :o perform it will be moved using the following • "When wheeling a unit each front córner is
measured. Neither córner may end up more

37
than its máximum move distance from its • Any unit making a forwards move or remaining
original start position. All wheeling must be otherwise stationary may make a slide sideways
completed within the first half of the move and of up to i base width.
before any straight forwards movement if the The slide will be a Simple Move in the
unit is making an assault move. following circumstances:
The distance moved cannot exceed the unit's • The unit makes a forwards move and
movement allowance in the terrain crossed by both front corners move at least 3MU.
any of the unit's bases during any part of the The unit must remain 6MU from any
move. Measure the distance between the start enemy throughout.
position and end position of each front córner. • The unit makes a forwards move which starts
Entering and leaving buildings counts as crossing or ends within <5MU of the enemy and the
an obstacle. See Special Features / Buildings for slide is only to avoid friends and is only by
the full rules. the minimum distance necessary. The move
A unit cannot wheel through more than 90 cannot start but may end within iMU of
degrees in a single move. the enemy.
Only Infantry and/or Cavalry units can move The slide will be a Complex Move in the
into contact with enemy. Contact can only following circumstance:
occur voluntarily during the Assault Phase, but • The unit makes no other move than to slide
may also occur as the result of an outcome sideways and is more than 2.MU from
move. Units cannot move as a Brigade Group the enemy throughout. Slides in other
when moving into contact with enemy. circumstances are not permitted.
A unit, commander or Bngaile Group move is • A unit may move directly to its rear and end
over if the player moves, or makes a dice roll facing forwards or backwards.
for another unit, commander or Brigade. Group.
A permitted move of any unit or commander All other changes of formation and facing have the
can be taken back and redone, but only if its following restrictions:
initial position was marked or can be • A unit can turn to face any direction but
unambiguously referenced. Otherwise that unit's otherwise remain stationary and in the same
move is over. formation. This will be a Complex Move if
WHEELING DURING A NORMAL MOVE
Mcosured
move distance /
_ 38 _
performed by an unlimbered Artillery unit. the bases. If the Extended Line is to be
After reforming, the centre point of a unit 'kinked', the original front rank bases must
must be as cióse as practicable to the same remain stationary.
place. A Square may wheel on the spot as To reform from Extended Line into Tactical
part of this reíbrm. formation, the centre 2 front rank bases must
After reforming, a unit must remain the same remain stationary, while the other bases are
distance from the nearest enemy. The placed behind and lined up with them. This
reforming unit must slide by the minimum cannot be performed if within iMU of the
necessary to maintain this distance. If there front of an enemy unit (not commander).
are 2 enemy units within the same range A kinked Extended Line moves and takes
band, only the nearest one is taken into CMTs with each half-unit independently, but
account (the moving unit's owner selects one must end the move with all of the unit in a
if both are equidistant). legal formation.
To form Extended Line, the front bases To form March Column, all bases must be
remain stationary, while the rear rank bases placed behind any one of the original front
are placed level with them. The unit bases rank bases. Infantry in Extended Line or
can slide sideways to allow placing of the Skirmish formation cannot form March
Extended Line, but the original front line Column. They must first form Tactical
must be fully covered by the new position of formation (i.e. taking 2 moves).

Unit slides until tbe same distance


away, within the same range band

39 —
• To chango from March Column to Tactical • Any single unit (not Brigade Group] can pass
formation, the front base of the column becomes through another friendly unit if the unit being
one of the front bases of the new formation. A passed through remains stationary throughout
March Column cannot form into Extended the movement phase. The moving unit will be
Line in one move. It must first reform into required to pass a CMT if it is of a different
Tactical formation (i.e. taking i moves). command to the stationary unit and neither is
• A unit in March Column that wheels its Skirmishers or Artillery.
front base to change direction will form a • Interpenetrations are only permitted if:
kinked column until all its bases pass the • There is sufficient space beyond the unit
point at which it wheeled. passed though.
• An Infantry unit can form Square during the • The moving unit can move its front edge (or
Movement Phase taking a full single move rear edge if moving backwards) at least half
unless the unit starts in Skirmish order. way through the stationary unit. If it can
• If forming Square from Extended Line or reach this point, then it may move entirely
March Column the Iníantry unit will first through if there is space beyond without
place its bases in Tactical formation before sliding the stationary unit back.
turning its rear bases. In the Assault Phase it • If there is insufficient space, then the non-
cannot form Square in a position that takes moving unit may slide up to one base
the unit outside the assault range of the enemy depth backwards (or forwards) to make
that declared a valid assault upon it. If this space. If there is still insufficient space,
would occur, the Square is slid towards the then the move may not be made.
assaulting unit by the mínimum necessary to • The stationary unit is not in March
a position just reachable by the assaulting unit. Column.
• An Infantry unit in Skirmish order takes 2
moves to form Square. It must first change BRIGADE GROUPS
from Skirmish order to any other formation A Brigade Group (BG) is composed of 2 to 4 units
and then form Square the following move. plus a leading commander with each in at least partial
edge-to-edge contact with another and all facing in
MOVING THROUGH the same direction. It can be formed at dcployment or
FRIENDLY UNITS during the game by moving units into such a position.
In certain circumstances units can move voluntarüy In order to opérate as a Brigade Group the units
through other friendly troops, but at other times this forming it must fulfíl the following requirements:
may happen involuntarily and may cause deterioration • All units must be of the same división.
in the cohesión of the unit being passed through. • No more than one unit may be an Artillery
Interpenetrations are situations where you can unit.
choose to move through friendly troops and where • It may not include both Infantry and Cavalry
there is no penalty for doing so. units.
The following interpenetrations are permitted: • The units forming the brigade group must have
their División Commander moving with them
• Commanders can pass through and be passed who must be with one of the Infantry or
through by any troops in any direction. Cavalry units in the group.
• Passing through any friendly unit may be • The number of units in the group must not
performed regardless of facing if either unit is exceed the División Commander's command
Skirmishers or Artillery. level by more than one. That is, a Compecent
40
Moving unit extends its
move to pass through
Unit passed through
slides bflck to make room

May pass through


with normal move

Commander (leveh) may control a BG of 2 • No turns or changes of formation can be


units, a Skílled Commander (level ^) 3 units etc. made (except when performing a combined
W^avering and Broken units cannot move as part 'move to rear').
of a Brigade Group.
No part of a unit forming the Brigade Group The principal advantage of a Brigade Group is that
may be in diffícult terrain (even if Skirmishers) it allows múltiple units to perform certain actions
unless all units are moving in March Column together and to use a single CMT dice roll for all.
along a road. If units of different training levéis and élan are in
All units of the Brigade Group must perform the same BG they are all considered to have the
the same action and/or wheel through the same lowest training level and lowest élan level of any of
angle except for units moving entirely along and the units in the BG.
following the path of a road. For example, if a BG is formed of i unit of
If required to take a CMT, only one Command Superior Conscrlpts and i unit of Poor Veterans, they
Point is spent and only one dice roll is required. would both roll dice as Poor Conscripts.
All units in the Brigade Group pass or fail The term Brip-ade
O
Group
í
is used for this formation
as one. even though the units of such a group may not
Competent divisional
commander (level 1)
The DC may choose to move Units A & D may not form a brigade
infantry A & B as a brigade group, group (mixed infantry & cayahy)
or infantry A and artillery E ñor units A & C (not contiguous)
necessarily be part of the same brigade. Players may A Wavering unit must:
form a Briga¿e Group with different units in the
same battle. The term 'Brigade Group' is used for • Not move to or within 6MU of an enemy unit
ease of reference. Players who prefer to record and ñor move closer to any enemy already at or
use historical, or predefined brigade formations, may within 6MU.
optionally restrict such formations to units of the • Take a Cohesión Test if assaulted.
same brigade. • Make an outcome move instead of dropping a
cohesión level from shooting if none of the
EFFECTS OF COHESIÓN LOSSES shooting is at cióse range (even if the cióse range
ON MOVEMENT shooting does not cause a hit).
A Disordered unit must pass a CMT to: • Become Broken if dropping another cohesión
level from any cause.
• Advance to within 2.MU of an enemy unit.
• Declare an assault on enemy units unless: MOVEMENT OF COMMANDERS
• All of the targets are Wavering or Broken or • A Corps Commander may only move voluntarily
presenting their flank or rear. by expending one of his own Command Points
• The unit is Guard, shock cavalry, or if they except during the Recovery Phase.
are unspent Impetuous troops. • A División Commander can move in any
• Counter-charges do not require a test. direction without a CMT and without having to
• Intercept an enemy assault move without wheel or turn the base to face the direction of
expending a Command Point, unless led by a movement. He moves the same distance and with
División or Brigade Commander. the same restriction as Irregular light Cavalry.
42-
A commander base represents the commander in exactly the same position relative to it,
and a few aides. They therefbre do not obstruct unless its formation changes. In that case he
the movement of other troops. Commanders can moves the minimum necessary to a new
interpenetrate any friendly troops in any permitted position. His base can be moved at
direction and can be passed through by friendly any time the minimum necessary to a new
troops in any direction. If he is contacted by position if this is necessary to avoid
enemy units while on his own, he must move obstructions or make way for friendly or
to the nearest friendly unit within loMU. If enemy troops. If there is no room left for
there is no unit within loMU then he is him to be so placed, a marker must be placed
considered lost (captured). If he begins the on top of one of the bases of the unit to
shooting phase on his own and within cióse or represent his position.
médium range of enemy capable of firing at To move with a Brigade Group a commander
him, he immediately moves to the nearest must start and end in at least partial edge
friendly unit. A Corps Commander forced to contact with one of the units and all units
move must lose one of his Command Points if of the Brigade<D
GroupI must be within
he has any remaining. 8MU throughout.
A Commander may not move on his own The unit or Brigade Group making a move
within iMU of the front of an enemy unit, led by a División Commander does not
unless he maintains edge contact with one of expend a Command Point to attempt a
his own units throughout. complex move if he remains with the unit or
A commander may join a single unit during the Brigade Group throughout. Only a División
Movement Pha.se or the Recoveiy Phase. The Commander may move with a Brigade Group,
following rules apply: which can only contain units of his
• He can only join a single unit of either own command.
Infantry or Cavalry. If possible, he must A Brigade Commander provides a Command
be placed in edge contact with a base Point that may only be used for the unit he
of the unit in a position that makes it clear is attached to.
which unit he is with. If not, the player must A Corps Commander must expend a
declare which unit he is with. Command Point if a unit he is with performs
• If he moves with the unit, he any action, other than turning or reforming
must remain with the unit whilst otherwise remaining stationary.
throughout and must remain

The Oíd Guard '•En Avant'


• A commander cannot expend Com.ma.nd Commanders of both players may move up to
Points whilst the unit he is with is in contact 4MU at the start of the Recovery Phase.
with enemy. A Corps Commander does not expend a
A División Commander's base is only a marker Command Point to make this move.
while his command is off table. It may not
move or be attacked until at least one unit of his
command is on table.
COMPLEX MOVE TESTS
Some moves and changes in formation are more • Any unit responding to an assault being declared
complicated than others and require more training to upon it as listed in the table.
perform. To simúlate this we identify these moves as • Any other allowed move, manoeuvre or
complex. In order to perform these manoeuvres a unit formation change not listed as simple.
must take a Complex Move Test (CMT).
This test is used whenever a unit makes any of The table is split into 2 sections - one for actions
the following moves or formation changes: only occurring during the Assault Phase and one for
normal movement actions.
• Any manoeuvre or formation change listed on
the complex move table as requiring a test.
ASSAULT PHASE ONLY
Activity Steady or Disordered Waveñng
Assault through friends who are not Skirmishers, Artillery or part of the same división
Cavalry assaulting a target also being assaulted by Infantry
Complex
Mounted Skirmishers assaulting the front of Steady or Disordered non-Sktmushers.
Assaulting when Disordered or Spent with units that are not Guard, Shock or Impetuous N/A
Any other assault declaration by a unit in command range Simple
Impetuous Cavalry ordered not to assault when in assault reach
Complex
Any attempt to assault when out of command range
Counter-charge if Cavalry
Simple
Make an intercept move if Steady
N/A
Make an intercept move if Disordered or Spent
Complex
Continué into contact after receiving i or i hits during a charge
44 —
1 MOVEMENT PHASE ONLY
Actívity Steady or Disordered Wavering
Activating an off-table command Complex N/A
Any forwards move including a wheel with no change of formation
Simple
Turn or wheel to face enemy within iMU Simple

A change of formation or fácing while otherwise > zMU from enemy Complex
stationary <= iMU of enemy
Complex N/A
Slide i base sideways if otherwise stationary and over 2.MU from enemy
Either unit is Skirmishers or Artillery Simple
Pass through friends in Simple
If both units of same command
anv direction Complex
If units are of different commands Complex
Up to a full move in Line
End fácing original rear
or March Column Complex Complex
Move including iSodeg
:/z move in any formation
turn before and/or after End fácing original front
Up to a full move ¡f or rear Simple Simple
Skirmishers
Skirmiskers moving 1/2 distance in any direction if outside iMU
Simple Simple
Crossing obstacle or entering buildings forwards or Skirmishers
backwards Non-Skírmis/iers Complex Complex
Unlimber N/A
Move by prolong forwards or backwards
Artillery only Complex
Heavy Artillery Complex
Limber
Médium Artillery Simple
ind move if over 6MU from enemy throughout Complex N/A

EFFECT OF COMMANDERS on a 4+ instead of the normal 5+. The commander


ON THE CMT must remain with the unit throughout the phase for
The skill level of a División Commander affects this to apply.
Complex Move Tests (CMTs) as follows: A Corps Commander may have to expend a
Depending on his skill level a División Command Point if his base moves
Commander will enable one or more of his units other than reforming with a unit.
within command range to attempt to pass a CMT. See the Command Allocation
He expends one Command Point for each CMT Phase section for
attempted. Múltiple CMTs may be attempted by a detailed explanations of
single unit if Command Points are remaining, how and when Command
however, if any CMT is failed, no further CMTs Points are spent.
may be taken by that unit during the same phase. Once a División
A unit of Infantry or Cavalry led by a commander Commander has
of any type, and an artillery unit led by a Brigade expended all of
Commander, does not require a Command Point for his Command
the first CMT taken in any phase. Additional CMTs
are rolled for as normal except that they are passed Archduke Charles
Poincs, no other unit of his command may perform • A Complex move requires a CP unless it is the
an action requiring a CMT, unless that unit is led by first CMT taken this phase for a unit led by a
a Corps Comm.and.er who has unspent Command commander.
Points or by a Briga.de Commander. • A unit must successfully complete its ist move
Players who feel they may lose track of Command before the CMT for a 2nd move is taken.
Points used may use additional counters, or Aide-de- • Any move may include a slide sideways up to
camp (ADC) figures to represent these Command i base width if > 6MU from enemy throughout,
Points. The counters may then be moved to the units or to avoid friends if closer. If the unit is
to which they are allocated and removed once used. otherwise stationary it will require a CMT.
A División Commander may make a CMT for a unit • A Wavercng unit may not move to within
outside his command range, but that unit will require loMU of an enemy unit, or closer to any
one additional Command Point, cnemy if already within loMU.
Type of move Score required Commander leading In command Out of command
Score required Simple Auto Auto No CP required
to pass a CMT Complex 5+ 4+ i CP required 2 CPs required
N/A Not allowed - L nit cannot perform thi i action
Superior: Guards: Superior Guards: Poor:
Re-rolls
Re-roll i's Re-roll i's Re-roll i's and i's Re-roll 6's
PROCEDURE The test is successful if at least ONE of the dice
A Complex Move Test (CMT) must be taken by scores equal to or above the required number. If ALL
any unit performing an action on the CMT table dice rolled (after re-rolls) are LESS than the required
listed as 'Complex'. A move indicated as 'Not number the test is failed. If the test is failed the unit
Allowed' (N/A) cannot be performed even if the unit may not perform such a move. No loss of cohesión
is led by a commander. is incurred as a result of this failure.
Each unit rolls i, 2 or 3 dice depending on their
training: POINTS TO NOTE ON THE CMT
• A unit can choose not to make a move that
• Veterans: 3 dice requires a CMT.
• Drilled: 2 dice • If a unit or Brigade Group fails its CMT, it can
• Conscripts: i dice still make a simple move.
• Irregulars: i dice • Once the dice have been rolled, that unit or
Brigade Group must make its move, if any,
In addition, units may (or must) re-roll some of their before others are moved or tested. It is not
dice depending on the result and their Elan: permitted to conditionally make or change a
move depending on the result of a subsequent
• Superior Guard: may re-roll all i's and i's if unit's test.
they fail their test. • A División Commander must expend i
• Superior troops: may re-roll all i's if they fail Command Point for each unit attempting a
their test. complex move unless it is the first CMT taken
• Guard: may re-roll all i's if they fail their test. that phase for a unit he is leading.
• Poor troops: must re-roll all 6's if they pass • The position of a unit before movement is used
their test. when checking if it is within the command
46
range of its División Commander. It does not this is not guaranteed. The artillerymen may have
re-measure if it makes a ind move. been killed, or be dispersed beyond return, or the
• If a commander is with a unit or Briga.de Group guns may have been rendered useless by the enemy.
when it takes a CMT, he must remain with To indícate that Artillery has been
the same unit for the rest of the phase. abandoned but not destroyed, turn
• A mixed Brigade Group tests using the number one of the bases to face inwards.
of dice applicable for the unit with the lowest Whenever artillerymen leave
level of training. their guns, they automatically lose
• Élan re-rolls apply to the CMT. When testing cohesión levéis. This is in
a Brigade Group, its élan is that of the unit with addition to any previous
the lowest élan level. cohesión losses. Cohesión
• A unit cannot make a double move if the fírst losses are taken as soon as the
move is complex and the CMT is failed. gunners abandon their guns as
follows:
ABANDONED GUNS
Once an Artillery battery has been abandoned, it may
be recovered by returning artillerymen. However, ~Ba.va.rian Ar¡ '.ííery

ABANDONED GUNS
Action forcing abandonment (of uniimbered Artillery): Cohesión losses
A oluntarily retire to Infantry unit within iMU when assaulted
-i cohesión
Retire from an Infantry assault
If forced to retire by faiiing a test
Otherwíse: Retire frorn a Cavalry assault
-2 cohesión
Retire as an outcorne move frorn combat
Additional loss if all friends within 2.MU retire (once only) -i cohesión

If all friends within iMU are forced to retire to An abandoned Artillery unit which accumulates
cver 2.MU while the guns are still abandoned, the more than 3 cohesión losses is destroyed and removed
guns take an addition cohesión loss due to the gunners from the table. Abandoned Artillery never take a
being forced to retire with them. The gunners Cohesión Test other than the single test to recover
:hemselves do not require marking and do not exist them. Abandoned Artillery count as lost for victory
as a sepárate unit. All that exists is their ability to point purposes until they are recovered.
recover the guns, which is recorded by the cohesión
level of the abandoned battery. RECOVERING GUNS
To recover guns the following circumstance must
Destroyed French. Carinan occur:

• The guns must not be within iMU of an


enemy unit.
• There must be a friendly Infantry unit within
6MU.
• The friendly Infantry unit must be closer to
the guns than the nearest non-Broken enemy
unit.

47
If, at the start of a player's Recovery Phase, the • Artillery unit has 2 cohesión losses or less: 5+
above circumstances have been met, then an attempt • Artillery unit has 3 cohesión losses: 6
to recover the guns MUST be made. This is achieved
by passing a cohesión (recovery) test using the normal Recovered Artillery are automatically marked as
number of dice for their training level. However, Wavering and further recovery of cohesión is made
since commanders cannot affect the condition of the as normal. If the test fails the Artillery unit is
guns, the test will be: considered destroyed and removed from the table.
THE FIRING PHASE
During this phase both players may fire any and all FIRING RANGES
units eligible to fire. The active player fires all of his Different weapons have different ranges which are
units first and completes all fíring efFects before the defined in the table below:
non-active player fires his units. This procedure is
also used for defensive fire by the non-active player Unit type Cióse Médium Long
during the Assault Phase. Unrcformed Infantry iMU - -
Reformed and Light Infantry zMU 6MU -
UNITS ALLOWED TO FIRE Artillery canister iMU <?MU -
In order to fire, a unit must fulfil the following Artillery round shot 2.MU 6MU i6MU
requirements: Howitzers iMU 6MU i6MU
Rockcts/Mortars N/A N/A i6MU
• It must be an Infantry unit, an Artillery unit or
an Artillery attachment. Units of mortars may not fire at targets if they are
• It must have an enemy target within range. even partially within 6MU. Rocket attachments may
• It must not have changed formation or retired not add dice to its parent body at cióse or médium
as a reaction to an assault earlier this move. ranges. Use the shortest distance between any point of
A unit is still allowed to fire if it attempted to assault
an enemy unit during the Assault Phase but failed to
contact due to enemy fire. A unit which fired
defensively in the Assault Phase may fire again in
this phase.
A base of a unit cannot fire or be fired upon if it
is in contact with an enemy unit, or if it is another
base of the same unit adjacent to and touching such
a base (even if only córner to córner). Note that bases
of a small unit (in Tactical or Square) may never fire
or be targeted if any part of the unit is in contact
with the enemy. Dice allowance and range is
calculated against the permitted target bases only.
Britisfi Rocket Battery in aílion
:he firing unit and the target when calculating range. Units firing at MÉDIUM RANGE (over zMU to
Targets in Extended Line count each half as a sepárate 6MU):
unit when measuring ranges. An Artillery attachment
r.res as if lined up with the front rank of its parent MÉDIUM (Skirmishing/canister) Range: i toóMU
-nit. For details on how to calcúlate fire and its effects Unit Type Small unit Large Unit
see The Firing Mechanism and Outcome Moves. Non-reformed Infantry o o

Non-reformed + skirm. att.


THE FIRING MECHANISM Reformed line Infantry
3 4
During the Firing Phase cióse range firing is Reformed + skirm. att. 4 5
mandatory, médium or long range firing is optional. Light Infantry 5 6
The firing unit must be able to draw a une from the Artillery (except mortars) * 6 8
centre of its front rank to any part of the target unit. +2 dice for a unit with no
No unit may fire through a gap of less than i base Artillery attachment ** skirmishers
tvidth (6omm/4omm/3omm). +i dice otherwise
-i dice if rifles, -2 dice ¡f
Enemy Cavalry in 6MU
PROCEDURE muskets

1. Calcúlate the total number of firing dice * Mortars may not fire at médium range.
** Artillery attachments add dice at médium range as
available for each unit. follows:
2. Reduce this total due to the effects of cohesión • Attachments of rockets may not add dice to médium
losses. range firing.
• Artillery attached to a unit of unreformed Infantry
3. Allocate the remaining dice against available with no SkirmisheK, or attached to any Cavalry unit
targets. fires with 2 dice.
• Artillery attached to a unit that has its own dice at
4. Roll for hits against each target.
médium range adds i dice.
5. Apply result to targets and make Gateóme • Artillery attachments cannot add dice at médium range
Moves if required. to the fire of a unit entirely in Skirmish formation.

DICE AVAILABILITY Artillery units firing at LONG RANGE (over


Each unit will fire the number of dice as indicated 6MU to i6MU):
in the following tables:
Units firing at GLOSE RANGE (¿MU or less): LONG (round shot) Range: 6 to 16 MU
Unit Type Small unit Large Unit
GLOSE (musket) range: o to i MU Mortars & Heavy artillery 4 5
Unit Type Small unit Large Unit Médium artillery 3 4
Iníantry in Tactical
4 6 Artillery attachment +i dice
Each i/i of Ext Line
Artillery * (not mortars) ó 8
Square or Skirmishers To calcúlate the number of dice used by each unit:
3 4
Artillery attachment ** +2 dice
Square with art att. +i dice
• Select the appropriate range table (Glose,
Médium or Long). Cross-reference the unit type
Supporting unit - Infantry +i dice
and formation against the size of the unit to
Supporting unit - Artillery +2 dice
* Mortars may not fire at cióse range determine the starting number of dice.
** Attachments of rockets may not add dice to cióse range • Add i or 2 dice if the unit has an Artillery
firing.
attachment - unless the parent body is light
infantry entirely in Skirmish formation, that is even partially the target of the firing
in which case the attached Artillery base does
not fire. • If any part of the firing Infantry unit carries
• Add i or 2 dice for adjacent units in support (see rifles, or if it has an attachrnent armed with
Supporting Fire). rifles, it loses i dice. Otherwise it loses i dice.
• Infantry in Square can only fire at cióse range.
• Units in March Column cannot fire or add Note that enemy cavalry have no effect on the firing
supporting dice to another unit. of Artillery units (including attachments).
EFFECTS OF ENEMY CAVALRY EFFECTS OF COHESIÓN
Skirmishers would rarely opérate far from the parent LOSSES ON FIRING
body when under threat from enemy Cavalry. So If a unit has lost levéis of cohesión, is affected by
enemy Cavalry within 6MU affects Infantry firing in Poor weather, or is non-Skirmishers in unfavourable
the íbllowing circumstances: terrain, then the number of dice rolled is reduced as
follows:
• If the enemy Cavalry is a sepárate unit.
• If the Cavalry is an A unit with i cohesión loss (or Dlsordered) (or
attachrnent to any Steadj and Spent) loses i dice for each full
enemy Infantry unit roup of 3 dice.

• A unit with 2 cohesión losses (or Wavering) benefit from the supporting fire of its other half unit.
loses i dice for each 2 dice. A unit can only receive additional supporting fire
• A unit with 3 cohesión losses (or Eroken] cannot from a single friendly unit on each flank.
fire. The supporting unit will add 2 dice if it is an
• Infantry and Artillery in either snow or rain Artillery unit, or is an Infantry unit with Artillery
fire as i cohesión level lower unless the firers attachment. It will add i dice if it is Infantry without
are in buildings. an Artillery attachment. If more than one support
target is in range, it will add its fire against the
r :r example: A unit that would normally have 5 dice nearest target. The firing player chooses the target if
"Tiild lose i if Disordered and 2 if ~Wa.veri.ne.
a
A 2 are equidistant.
W -vering o unit in rough
& non-Skirmishins o terrain could
not fire. IDENTIFYING TARGETS
Artillery and Infantry can fire at any target straight
EXTENDED LINE ahead, however an Artillery unit may pivot first.
Ar. Infantry unit in Extended Line has slightly This is to simúlate the greater are of fire that an
üerent rules as follows: Artillery piece has. The Artillery unit pivots by
moving any one of its corners up to iMU forwards
• A unit in Extended Line fires at cióse range as or backwards. This move may not be used to reduce
2 adjacent half units, each with its own centre or extend the range band at which the Artillery unit
point (when determining targets). Each half started or to move it to a different range band of
calcúlales its own number of dice as if it was a enemy capable of firing at it. An artillery unit cannot
complete unit, even if in Skirmish order. pivot to provide supporting fire.
• An Artillery attachment adds its bonus dice to
the half unit in which the attachment is placed. DICE ALLOCATION
• Each half may receive bonus dice from their Dice must be allocated against enemy targets using
own valid supporting units, which could include the following target priorities:
its other half.
• Artillery will always direct all their fire at
SUPPORTING FIRE targets within the closest range band.
Normally a unit can only fire at a unit directly to • A unit must allocate máximum dice at a cióse
:heir from. However, there are times when a unit range target before any are allocated to a
can provide supporting fire at cióse range for a unit médium range target.
adjacent to and within a base depth of it. This is • Artillery may ignore units entirely in Skirmish
defined by the following rule: formation if another target is available in the
If a unit has no other target this phase and there same range band.
is an enemy target forwards of its front line and also • No unit may fire at a target if a line cannot be
within one base width of its side edge, it may add drawn from the centre of the firing unit to any
extra dice to the fire of the friendly unit which is part of the target.
firing at it. This extra dice will use the To-hit valué • The firers will fire as if i cohesión level lower
of the supported friendly unit. if a line cannot be drawn from both its front
A "Wavenng or Broken unit cannot provide corners to a target unit.
¿upporting fire. A unit can only add supporting dice • A large unit will fire as if a small unit if the
to the fire of another unit. A unit in Extended Line target is only to the front of one 'end' base (one
firing with half its frontage (as a single unit) may base width).
FIRING RANGES
Área of fire
for ortillery
Artillery may pivot one córner up to
1MU forwards or backwards in
the firing phose to créate an angle
of fire
médium Área of fire
range for infantry
SPLITTING FIRE BETWEEN FIRING OVER
MÚLTIPLE TARGETS INTERVENING UNITS
• Every target in are in the closest range band Firing over other units was rare during this period.
must be allocated at least i dice if 5 or less "When it did occur, it did not involve batteries of the
dice are available and 2 dice if 6 or more dice size and make-up represented by the units in these
are available. rules. Artillery attachments could be assumed to be
• Extra dice are allocated at targets in the range firing overhead where circumstances permit, but as a
band as the player wishes. All dice allocation general rule no firing over other units is permitted.
against a single target must to be made before Artillery is allowed to fire through enemy
any dice are rolled. Skirmishers at valid targets beyond; as long as the
• If there are more targets in the range band than target is at long range, the Skirmishers are nearer to
available dice, the player chooses which targets the guns than the target and the Skirmishers are at
to fire at, but no target can have more than least 2.MU away from both.
i die.
• The unit most central to the target área THE TO-HIT SCORE
must receive at least as many dice as any The To-hit score required for each dice rolled is
other target. shown on the following table:
Unit A connot fire because
it cannot draw a line from
its centre to a target unit.

Unit D fres at the


I Infantiy, but loses 1 dice
I per 3 because one of its
I front corners can't draw
Unit B fires all its I a line to any part of the
dice at the artillery.

Unit C adds 1 support


dice to unit D firing
at the Infantry target.

ArtiJlery unit fires 6 dice and spiits Infantry unit fires all of its dice Unit E fires at the infantry, but
its fire as follows: against target D. only fires as if it was a small unit
either: 3 dice at B and 3 dice at C If target D was out of range, it could because the target is only within the
4 dice at B and 2 dice at C fire 1 support dice at target C. área of fire of one of its end bases.

The To-hit score on the above table is modified


by the 'Points of Advantage' (POA) given in the
Unlimbered Artillery Long íbllowme table:
On soft ground
Infantry in any formation POINTS OF ADVANTAGE (POA)
Glose Target is in March Column or Square, or
Cavalry charging firers *
firers are behind flank or rear, or target is in +
All other targets Any deep formation at long range

* For an assaulting unit to be hit on a 4+ the foliowing Target is in Skirmisher formation


-
conditions apply: Skirmishers firing at cióse range
• Cavalry must begin their assault at least partially to the
front of the firers. Target in cover fired at by:
• Infantry must start their assault within i base width of
Rockets, Howitzers, Morrars, Siege artillery no POA
the front of the firers.
Otherwise the chargers are hit on a 5+. All other firing at targets in cover -
Only artillery can fire at troops 'occupying* buildíngs

See Glossary of Terms for a definition of 'single


nk' and 'soft eround'.

53
To count as firing at the flank or rear of a unit, RE-ROLLS
the centre of the front edge of the firing unit must The level of training affects a unit's ability to
be behind a line extending the front edge of the target maintain accuracy and rate of fire under battlefield
unit and no part of the firers are directly to the front conditions. To reflect this we use the following rule:
of any base of the target unit.
When firing, compare the overall POA for dice • Viteran units may choose to re-roll all dice that
against each opponent and add them. For example, are i's.
dice that have i plus and 2 minus POA would be on • Conscript and Irregular units MUST re-roll all
a single net minus (-). No dice may have more than dice that are 6's.
a single net plus (+) or a single net minus (-). • Dice can only be re-rolled once.
A single net plus (+) makes the To-hit score one
less. However, attachments to non-Irregular units are
A single net minus (-) makes the To-hit score one always considered to be Driüed. Thereíbre, whenever
higher. attachments to Veteran or Conscript units are firing,
The To-hit score may never be higher than 6, their dice should be rolled separately or of a different
Examples colour. These dice should not be re-rolled.
Attachments to Irregular units are still treated as
• Firing at Skirmishers (Infantry or Cavalry) at Irregular and should re-roll dice along with its parent
long range the To-hit score ¡s 6. body. If the number of dice rolled is reduced (due to
• Firing at Infantry in single rank at médium cohesión losses etc.), the owning player can choose
range the To-hit score is 5 or higher. which dice to lose.
• Firing at the flank of a Cavalry unit at
cióse range the To-hit score is 4 or EFFECT OF HITS FROM FIRING
higher. Each unit rolls the number of dice as calculated above.
After all re-rolls, each dice equal to or above the
Where the To-hit score is score required is considered a hit. Add together the
different for attachments (for hits on a single unit from all sources and consult the
example howitzers firing at results table.
buildings), the extra dice A Steady or Disordered large unit, or any
provided by the attachment should assaulting Superior unit, reduces the number of hits by
be rolled separately or should i before consulting the table. However, the number
be of a different colour. of hits may never be reduced by more than i. That
is, a large Steady Superior unit which is assaulting
Spanish Cazadores officer only reduces the hits by i (not 2).
RESULTS OF FIRING
Numher of hits Result Cohesión loss
0 No effect on movernent
No effect
i Cavalry must retire to 3f\ÍU if
CMT to Advance
i closer * -i cohesión
3 Retire to ^MU if closer or are Wavering, otherwise may not advance. -i cohesión
4+ Retire immediately as per Outcome Moves table -2 cohesión *
A Cavalry unit may choose to stay within • A Guard unit can never drop by more than i
2.MU if it has a horse Artillery attachment. If cohesión level due to firing in a single phase. It
already outside 3MU it may not advance. may drop a cohesión level due to firing in both
A cavalry unit receiving 4 hits from cióse range the Assault Phase and the Firing Phase.
firing during an assault nove becomes Spent. • A result of 'may not advance' has no effect on
A unit cannot drop 2 cohesión levéis unless it the non-active player.
received some or all of its fire at cióse rangc. • A unit forced to retreat to 3MU from the
If none of the firing is at cióse range a unit that enemy must move the
is already Wavering does not drop to Broken, minimum distance to do so.
but instead retires as per the Outcome Moves They may make a free
Table. If any of the firing is at cióse range wheel forwards or
a "Wavering unit will become Broken, even backwards.
if the cióse range firing • A unit that becomes
does not cause a hit. If Broken due to fire
the Wavermg unit is in immediately retreats as
square it will change to Tactical per the Outcome Moves
formation before retiring. Talle.

-v-. Spamsh Cazaclore Spanish Infantryman

THE COMBAT PHASE


Enemy units in contact fight each other during this i. Reduce this total due to the affects of cohesinon
phase. See the Combat Mechanism section. Each losses.
player calcúlales the number of dice available to each 3. Allocate the remaining dice against available
of his units and allocates them against enemy units in targets.
contact. He then rolls his dice against each enemy 4. Roll for hits against each unit.
and determines the number of hits on each. After all 5. Apply result to units and make Outcome Moves
combat 'hits' have been determined the players then if required.
perform actions listed in the Combat Resolución table.
A second Combat Phase may occur if any unit THE COMBAT
pursues into contact with a different enemy within MECHANISM
the first half of its pursuit move. During the Combat Phase there will
At the end of any phase in which a Cavalry unit be a combat for any non-Broken unit
fought a combat, that Cavalry unit automatically which has its front edge in contact
becomes Spent if it has received a 'hit' from any with an enemy unit.
source during the combat. See the 'Spent Units' Units involved roll the
section for more information on when and how number of dice defined by the
Cavalry (and Infantry) become Spent, Dice Allowance table:

PROCEDURE
i. Calcúlate the total number of combat dice
available for each unit. Spanish Officer

55 —
DICE ALLOWANCE
Unit type Stnall Unit Large Unit
Infantry or Cavalry in Tactical or Extended Line except Irregular light cavalry
All other troops or situations
'All other troops and situations' includes all of the following:
• A unit even partially in rough or difficult terrain
• A unit of Infantry in Square
• A unit in March Column formation.
• A unit of Light Infantry entirely in Skirmish formation.
• A unit of Irregular light Cavalry in any formation.
• All Units defending or assaulting across an obstacle.
• All Units defending or assaulting buildings.
• A unit of Cavalry fighting Infantry ¡n Square.
DICE ADDITIONS AND LOSSES
Lancers vs Infantry and/or Artillery * (+i) Units partially lancers or uphill get +i instead
+i (+i) dice
Enemy downhill of +2. (Unless lancers are Wavering)
Each supporting unit to flank +x dice Unless either side is defending an obstacle
Unit has rear support See Rear Suppon for details
+i/-i dice
Shock Cavalry vs Infantry or light Cavalry Unless Infantry is ¡n Square or defending an obstacle
Cavalry with artillery attachment +i dice Only against other Cavalry or Infantry in Square
Disordered Wavering Broken Infantry and artillery in
Cohesión losses: rain or snow fight as i
Lose i dice per 3 Lose i dice per 2 None cohesión level lower
Units can have a local táctica! advantage over their • Infantry and artillery cannot support cavalry.
opponems, which can give additional bonus dice as • The supporting unit is not in combat itself.
below: • The supporting unit is not Wavering.
• The supporting unit is within a base width of
• +1 (+i): The (+i) is used when a unit is only the supported unit.
partially lancers or if the unit is only partially • The enemy is within the Support Área of the
uphill. For example, a small unit of light supporting unit.
Cavalry could be comprised of i bases of hussars
and 2. bases of lancers, which would represen! Cavalry to the flank do not provide support dice
2 under-strength units being grouped together against enemy Squares or enemy defending an obstacle.
for the duration of the battle. It is also possiblc A unit can only gain support dice once on each
for a unit to be uphill with only some of their flank.
bases but not others. They will only get the +i The additional dice provided by supporting units
bonus dice in this situation. are rolled separately and will use the élan re-roll of
• (+i/-i): This unit gets i additional dice and the supporting unit.
removes one dice from each of its opponents.
REAR SUPPORT
FLANK SUPPORT Rear Suppon affects the dice allowance for both sides.
A unit can only gain additional dice for flank support A unit with rear support receives i additional dice,
if all of the following apply: each of its opponents loses i dice. For a unit to count
as having rear support all of the following must apply:
• Infantry and Artillery can only be supported • The supported unit must be at least partially
by other Infantry. The supporting unit must forwards of a line extending the supporting
not be in Skirmish formation. unit's front edge.
• Cavalry can only receive rear support from • A single unit can only provide rear support for
other Cavalry. a máximum of 2 friendly units, and cannot
• The supporting unit must be Sceady or provide both flank and rear support for the same
Disordered. unit.
• The supporting unit must be capable of reaching
the rear of the supported unit in a single move Large Infantry and Cavalry units can also support
in the terrain crossed and also be within 6MU. themselves by forming a deeper Tactical formation 3
Ignore intervening friendly units who are not in bases deep. In this formation the unit fires, and fights
contact with the enemy for the purposes of this in combat with the same dice allocation as a small unit.
rule. It receives the combat bonus for having rear support
• The supporting unit must have z bases at least regardless of the presence of other units, and it retains
partially behind any base of the supported unit. the reduction of hits due to it being a large unit.

Cavalry G is supported by Cavalry H Infantry A is supported ArtiJleiy B is not supported (it is not
(infantry D does not block the by Infantry D. to the front of Infantry D. Cavalry
support by Cavalry H). H cannot support Artillery. Infantry
E is not directly to it's rear).

Infantry C is not supported (it is not


to the front of Infantry F and
Infantry E is not directly to its rear.

Infantry D is supported
by Infantry E (and not
by Cavalry H).

Infantry F is supported
by Infantry E.

— 57 —
Examples
A unit that would normally have 5 dice would lose
i if Disordered and 2 if Wavering. A Wavering non-
Skirmishing unit in rough terrain would lose all of its
dice.
DICE ALLOCATION
Each unit now allocates its dice against opponents. In
most cases the dice are simply allocated evenly
against all opponents however, there will be occasions
when this is not the most obvious or optimum
method.
Where a unit is in contact with more than i
opponent use the following rules to allocate dice:
Russian Colour Pany SPLITTING COMBAT BETWEEN
MÚLTIPLE ENEMY UNITS
EFFECTS OF COHESIÓN • Every enemy in contact must be allocated at
LOSSES ON COMBAT least i dice if 5 or less dice are available and at
Infantry and Artillery in snow or rain fight against least 2 dice if 6 or more dice are available. Any
Cavalry as i cohesión level lower. Non- Skirmishers remaining dice may be allocated to any target
in unfavourable terrain fight as i cohesión level lower. except that the enemy unit nearest the centre
After all dice allowances have been calculated units of the combat unit's front edge cannot be
with cohesión losses have their number of dice allocated fewer dice than other enemy units in
reduced as follows: the combat.
• If there are more enemy units in contact than
• A unit with i cohesión loss (or Steady and available dice, the player chooses which unit to
Spent] (or DisordereJ) loses i dice for each full allocate dice against, but no unit can be allocated
group of 3 dice. more than i dice.
• A unit with 2 cohesión losses (or Wavering}
loses i dice for each 2 dice. THE TO-HIT VALUÉ
• A unit with 3 cohesión losses (or Broken] does The score need to hit an opponent with each of your
not fight. dice is as follows:
THE TO-HIT SCORE
Normal score required 4+ Modified by the POAs below
Points of Advantage (POA)
Attacking enemy flank or rear +/- Attacker has + POA, defender has - POA
Mounted facing lighter Cavalry Against other mounted only
Mounted fighting Artillery + Unless Artillery is defending an obstacle or in cover
Mounted fighting Infantry not in Square Unless infantry are defending an obstacle or ¡n cover
Mounted fighting Infantry in Square Unless Infantry are defending an obstacle (see below)
Fighting across an obstacle Both sides
-
Infantry facing Shock Cavalry Only in open terrain
March column, Skirmishers or Artillery In any terrain
This small unit can allocate 6 dice as follows:
Option 1: 2 dice against unit A, 4 dice against unit B
Option 2: 3 dice against each

This large unit can allocate 8 dice as follows:


Option 1: 2 dice against C, 3 each against D and E
Option 2: 2 dice against E, 3 each against C and E
Option 3: 4 dice against D, 2 each against C and E

When in cióse combat, compare the overall POA All units start with a base To-hit score of 4 or
for dice against each opponent and add them. For over on each of its dice.
example, dice that have 2 plus and one minus POA Cavalry units cannot attack enemy in buildings
would be on a net plus one (+). No dice may have or across field fortifications.
more than a double net plus (++) or a double net Infantry defending an obstacle do not count as
minus (—). 'in Open terrain'
For different POA, the to hit scores will be as
follows:

• ++ POA = z or over
• + POA = 3 or over
• No POA = 4 or over
• - POA = 5 or over
• — POA = 6 or over

A '+' POA for one side does not mean a '-' POA for
the other (and visa versa) except for '+/-'. Russian Cossacks

59
• The 'defending an obstacle' factor counts against EFFECT OF COMBAT HITS
both sides, because both sides have a reduced Players consult the following table to find what effect
number of men capable of fighting. the hits received in combat have on their units. A
large unit has the total hits on it reduced by one
LIGHTER CAVALRY before consulting this table.
When identifying that Cavalry are 'heavier' or
'lighter' than their opponent's Cavalry the following EFFECT OF COMBAT HITS
order is used (from lightest to heaviest): Hits received o-i i 1-3 4-5 6+
Cohesión losses o I i 3
Guard only: o I i i
1. 100% light Cavalry.
2. A unit that is partially light and partially heavy
Cavalry. COMBAT RESOLUTION
3. 100% heavy Cavalry. Or a unit of partially The outcome of any combat is determined by the
light and partially shock heavy Cavalry. current cohesión state of the player's units. The
4. A unit that is partially heavy and partially general rule is that units are retired from combat in
shock heavy Cavalry. order of cohesión state, starting with those that are
5. 100% shock heavy Cavalry. Broken and moving the non-active players unit's
first.
Hits against each enemy are added before consulting To determine the result of cióse combat, players
the Effect of Combat Hits table. consult the Combat Resolution Table. Note that the
outcome result on the non-active player's units may
ÉLAN RE-ROLLS have an effect on the result of the active player's
The effect of the difference in Élan of the troops is units.
determined by the re-rolling of dice.
• If both sides' units are Broken, the non-active
• Superior Guard: may re-roll is & is player retires his units first, while the active
• Superior units: may re-roll is player's units recover back to Wavering if all of
• Guard: may re-roll is their opponents were Broken.
• Poor troops: MUST re-roll <Ss • Disordered Cavalry in contact with Infantry
MAY pass through them. Steady Cavalry
A commander leading a unit upgrades the Elan of that MUST pass through (see Pass Through}
unit temporarily for combat dice only. This allows • Infantry do not pursue if defending an obstacle
the 'To-hit' dice (but not any other type of dice or if they are in Square.
rolls) of that unit to be one re-roll level higher. • Artillery never pursue
Superior Guard units can elect to re-roll is zs • Infantry may choose not to pursue if there are
and 35. Superior units and Guard units can \\r\Broken enemy Cavalry units within 6MU.
elect to re-roll is and is. Average units can • Troops defending a building from an assault will
elect to re-roll is. Poor units would not be only retire if Broken.
required to re-roll their 6's. Dice can only • There is no pursuit against opponents leaving
be re-rolled once. By leading the unit into buildings, but assaulting Infantry may occupy
combat he is at risk of injury (see them if ALL enemy defenders retire. The
Casualties to commanders], assaulting unit immediately enters the buildings
in Tactical formation. Initially they are
Russian Opolcheme Icón Bearer considered to be 'occupying' them and must
COMBAT RESOLUTION
Players perform the following steps in order
Retire Broken Units
Non-active player Retires units in contact and Broken Active player May pursue * unless Wavering.
Recovery Active players Broken units no longer in contact because of enemy retiring are recovered to Wc
Active player Retires units in contact and Broken Non-active player May pursue * unless Wavering
Retire Wavering Units
Non-active player Retires units in contact and Wavering Active player May pursue * unless Wdvering
Active player Retires units in contact and Wavering Non-active player May pursue * unless Wavering
Retire Disordered Units
Non-active player Retires units in contact and Disordered Active player Halt - No pursuit
Active player Retires units in contact and Disordered Non-active player Hait - No pursuit

wait until the next Movement Phase to 'defend' OUTCOME MOVES


them (see Special Features / BuiUings and also At various times during the game a unit may retire
Terrain Descripción, Visibility and Comíat without orders from its commander. This will usually
Effects / BuiUings). Only i Infantry unit may be as a result of firing or combat. How a unit moves
enter a small área of buildings and 2. may enter is determined by their current cohesión level and is
a large área. given in the Outcome Moves table:

OUTCOME MOVES
Cohesión state
Unit type Situation "Wavering /
Disrupted Broken
Evading
If facing cavalry and defending obstacle or in square Halt Halt
Destroyed
Infkntry In the open and in contact with cavalry
Retire D6 Retire D6 +i
Otherwise Retire D6 +4
In contact with enemy
Cavalry Retire D6 +2. Retire D6 +4 Retire D6 +6
Otherwise

Limbered In contact with enemy Destroyed


Retire D6 Retire D6 +1
artillery Otherwise Retire D6 +4
In contact with enemy cavalry Destroyed
Abandoned Destroyed
Unlimbered In contact with enemy infantry Abandoned
artillery Foot Artillery Retire D6 Retire D<5 +1 Retire D6 +4
Otherwise:
Horse Artillery Retire D6 +2 Retire D6 +4 Retire D<5 +6

Definitions
Halt: The unit remains in place
Retire D(5 + X: Trie unit retires the distance indicated by a roll of a single dice in MU. This may be increased by an
additional 'X' number of MU as specified in the table. Unlimbered Artillery end their retire move Limbered.
Destroyed: The unit is immediately destroyed and removed from the table. Other friendly units nearby must take a Cohesión
Test as if it was Broken.
Abandoned: Unlimbered Artillery is abandoned by its gunners (See The Complex Move Test 1 Abandoned
• The mínimum distance for a Retire move is For Example, if a unit should retire 6MU and
3MU. Difficult terrain is 4MU away, the moving unit will
• Any unit retiring from an assault uses the move ^MU, plus half the remainder of its move,
o column.
'WaverinP'o or Evadins^ (half of iMU) for a total of
• Horse Artillery beginning the move limbered
add +2MU to the result. UNITS STILL IN CONTACT
• Infantry in Square retiring more than 3MU end In the rare event that enemy units are still in contact
their move in Tactical formation. at the end of a Combat Phase (other than as the
• A retiring unit will halt immediately after result of a pursuit) the opposing units are lined up to
crossing an obstacle, or entering an unoccupied each other using the following rules:
building. If the unit is forced to retire into a Single units of the same type (Iníantry or Cavalry)
friendly occupied building, it will treat the that are still in contact are pivoted to directly face
entire building as a single friendly unit (see each other.
Bursting Through Friends}. The direction of facing is first determined. The
• The distance measured is halved for any part of active players unit is wheeled to face this direction,
the Retire move that passes through difficult sliding backwards or forwards to maintain contact,
terrain. while keeping his centre point aligned. The
non-active player does the same until his unit is lined RETIRING UNITS
up exactly facing his opponent's unit. Units making a retire or an evade move go directly
In the following situations the non-active player's away from the enemy causing them to retreat. If
unit will not move and only the active player's units more than one enemy is facing them from different
will be forced to line up: directions, the direction of the retire move should
bisect the angle between them. If there are enemy in
• Opposing units are not all of the same type. contact with both flanks, or both their front and rear,
• The non-active player's units are forming a the unit will not retire but will take an additional
Brigade Group. Cohesión loss and stay in place. If the unit becomes
• The non-active player's units are defending an Broken, or is already Broken, then it is Destroyed.
obstacle. A unit that makes an outcome move equal to or
greater than its normal move distance in the terrain
If the active player's units are forced to line up, they moved through ends facing the direction of movement
are pivoted on their centre point and then slide (usually away from the enemy). If moving less than
forwards to re-contact the non-active player's units. its normal move distance it ends facing the direction
it carne from (facing the enemy). Use the accrual
distance moved by the unit, including wheels but not Skirmish order do not count as an obstruction and
any sudes sideways. Actual distance is used because a units may freely pass through them.
unit may move extra to pass completely through
friends or may be stopped short (as per below). BURSTING THROUGH FRIENDS
If there is an obstruction or friendly unit blocking • A unit attempting to burst through a friendly
the path of the retire move (other than Infantry unit as part of a retire move will pass through
entirely in Skirmish order, or any Artillery) then the such a unit only if it fulfils the requirements
retiring unit may be able to 'slide' past as follows: described in Movement Sección/Moving
through. friendly units. If the retiring unit
• If an obstruction or friendly unit is less than cannot move through the friendly unit it
^MU behind the retiring unit, the unit may moves as far as possible, stopping in front of
slide up to one base width to avoid it. the first unit that it cannot pass through. This
• If the obstruction or friendly unit is at least unit must take a cohesión test as if it had been
4MU behind the retiring unit, the unit may passed through.
slide up to 2 base widths to avoid it. • A friendly unit passed through by a Broken or
• The retiring unit may pass through any gap retiring unit must take a Cohesión Test. This
wide enough for a small unit. This will is in addition to any tests taken for being within
normally be 2 base widths, but may need to be test rango of a unit that breaks. If the test is
slightly larger if using non-standard bases.
• A large unit in Tactical formation may reduce
their frontage by i base (into deep formation) to
enter the gap. However, no single base may
slide more than the i or 2 base widths.
• If the Broken unit cannot enter the gap in the
direction faced, it may pivot one córner
backwards by up to 2 MU if this would enable
it to enter.
• The length of the retire move is measured in
the direction travelled, not the diagonal distance.
However, if the unit pivots as above, the pivot
is free and any remaining distance is measured
in the direction faced after pivoting.
• A unit is only allowed to slide sideways if this
would enable it to complete its move without
contacting another unit or obstruction.
If the path of a retiring unit is obstructed by friends
that cannot be avoided, by sliding sideways and/or
pivoting, it will attempt to burst through them.
If the path is obstructed by enemy troops,
impassable terrain, the table edge, or by friends it
cannot burst through, then the retiring unit will
move as far as possible halting iMU away from the
obstruction. Artillery and Infantry entirely in
64 _
SLIDING AND CONTRACTING A BROKEN UNIT

Measured
move distance
\d only the unit being passed through drops

PURSUIT
a cohesión level. Action Unit/distance Steady Disordered
Artillery Not allowed
TABLE EDGES Cannot pursue if defending
• A unit cannot voluntarily leave the table via obstacle, or in Square. May
Iníantry always occupy buildings
any edge. PURSUE Dñ MU
CMT to not CMT to
• If a unit reaches a table edge, it must stop. If pursue pursue
any move distance remains, then the unit will Cavalry CMT to not
Must pursue
wheel to line up with that edge. A unit already D6+i MU pursue

touching the table edge when it is forced to


retire must be removed. Count it as destroyed Whcn pursuing:
for victory point purposes.
• Superior troops MUST re-roll i's
PURSUIT • Poor Troops MUST re-roll 6's
At the end of combat a unit may pursue if the • If pursuers contact the flank or rear of an
Combat Resolution table allows. enemy unit, the enemy unit will turn to fight
Pursuit is detailed in the following table: but will drop an additional cohesión level.
If the unit becomes Broken, or was already • If a pursuing unit contacts another enemy unit
Broken it is immediatel}' destroyed. If not after moving at least half its pursuit move then
destroyed, the enemy unit will turn to fight this combat occurs during the Combat Phase of
the pursuers, unless still in contact with an the next move. In this case the new enemy
opposing unit. If pursuers contact the front contacted may make any normal reaction to the
edge or córner of a Wavering unit it must assault, but may not fire. However, while the
take a Cohesión Test as if being assaulted. pursuers can't be intercepted, or fired upon they
For evaluating flank or rear contacts for can be attacked while 'in melee' by additional
pursuers (and passing through) the start of the enemy units during the following Assault Phase.
'assault' move is considered to be their position
at the end of combat. PASS THROUGH
If enemy are forced to retire from an obstacle, At the end of the combat phase, if Steady Cavalry is
any attacking units allowed to pursue may in contact with only enemy Infantry units the
occupy the position previously held by the Cavalry MUST pass through them if there is space
defenders, but will not move beyond it. beyond. Disordered Cavalry MAY do so if they pass
Enemy units contacted during the ist half of a a CMT (and expend a Command Poinc). The Cavalry
pursuit move cannot make a reaction move, ñor are placed with their rear edge touching the enemy
may they fire. In addition, another Combat far edge (or córner) before making their 'pass through'
Phase occurs between the contacting units. Only move. If there is insufficient space the Cavalry must
one additional round of combat can take place retire instead. The distance moved is always D6+2
and all ist round combáis must be completad MU directly ahead and is treated as a pursuit move
before any ind round combats can occur. in all other respects.
CASUALTIES TO COMMANDERS
During the Napoleonic wars commanders often led It is possible for a unit to fight 2 rounds of combat
their troops into battle. Because of this commanders in a single phase due to the effect of pursuing units.
often became casualties during the fighting. These 2 combats count as sepárate phases for counting
To represent this, a player rolls on the 'Casualties the hits required. Hits normally ignored by Superior
to Commanders' table whenever the or large units still count towards the 3 hits required
following occurs: to cause a casualty to a commander.
Whenever a unit led by a
commander takes 3 or more hits in a PROCEDURE
single firing or Combat Phase, the Roll a number of dice per commander as given on the
player causing the hits tests chart below. If ALL of the dice rolled are equal to
immediately to see if he or higher than the number required, then the
has injured the commander. commander has become a casualty.
Test immediately after firing or The 'Rifles' column is used if there are any
combat has been adjudicated, but riflemen (including attachments) in any of the units
before any test for seeing Broken units. causing casualties on the commander's unit.
It can be seen that an attached Briga.de
Polisfi Officer Commander is quite easy to hit, while a Corps
66
CASUALTIES TO COMMANDERS
A player roüs to injure a commander if he causes 3 hits in a single phase on his unit
Number of dice Hits írom Shooting Hits from Combat
Commander type
to roll Riñes Muskets or Artillery Enemy retires any other result
Corps Commander 3
División Commander i 5+ 6+ 5+ 6+
Brigade Commander i

Commander is very difficult to hit. This is delibérate If the División Commander has any unit within his
and is done to reflect the high number of lower level command that has an attached Brigade Commander, he
commanders that became casualties during many may sacrifice him to replace his División Commander
battles of the period. at the beginning of his next Recovery Phase rather
than at the end. Simply remove the Brigade
EFFECTS Commander and replace it with a normal base.
If a Corps Commander or a División Commander The replacement División Commander is
becomes a casualty, the owner loses that commander's always Competent and is placed
abilities until the end of his next Recovery Phase, at with the unit whose Brigade
which time a replacement is available. A Corps Commander was removed. He
Commander is always replaced with one of his may move freely at the start of
División Commanders. If the División Commander the Recovery Phase. If a Brigade
was an Excepcional Commander, then the Commander becomes a casualty,
replacement Corps Commander is a Skilled there is no effect other than the
Commander. In all other case he is replaced with a permanent loss of this attachment —
Competent Commander. If the División Commander replace it with a normal base.
was 'charismatic' he would remain so after his
promotion to Corps Commander. Poltsh Ligfit Infantryman

THE RECOVERY PHASE

In this phase the active player can reorganise or rally recover his units.
his units. Any unit may attempt to recover its Tests have the following restrictions:
cohesión, even if the cohesión loss occurred earlier in
the current player turn. • A Brigade Commander can only recover the
unit he is attached to.
• The non-active player may fírst move any of • A Corps or División Commander can only
his commanders up to 4MU in preparation for recover a unit of his own command which is
his next turn. within 4MU.
• The active player may then move any of his • Each Commander may only try to recover one
commanders up to unit per Recovery Phase.
• The active player returns his Command Pomt
The active player may then take a Cohesión Test to markers (ADCs) to their respective commanders.

67 __
A unit passing a recovery test may recover A Broken unit MUST attempt to rally in the
facing any direction. owning player's first Recovery Phase after it
A Broken unit always rallies into Tactical has been Broken. If the attempt fails, the unit
formation (limbered if Artillery). is permanently removed from the table.
THE MORALE AND RECOVERY MECHANISM
This section contains the mechanisms to determine Each time a unit has a reason to drop a cohesión
what your troops do in various battlefield situations. state it moves its state to the next lower one. For
example, a single drop from Steady would be to
COHESIÓN Disordered. A double drop would be to Wavering.
A Unit has 4 possible levéis of cohesión: Units may temporarily lose cohesión levéis due to
other factors (weather, terrain etc). These will cause
• Steady: No cohesión losses the unit to fire and fíght as if they were at a lower
• Disordered: i cohesión loss cohesión level (even Broken}, but in all other respects
• Wavering: z cohesión losses these are ignored.
• Broken: 3 cohesión losses Cohesión states can be indicated by positioning
the bases of a unit as a visual reminder, or you may
Abandoned Artillery only may accumulate 3 cohesión prefer to use counters. These alternative methods are
losses without being Broken (although they count as shown below. In all cases - when a unit is Broken,
lost for victory point purposes). its bases are turned around and it will then flee at the
time specified in the turn sequence.
68
SPENT UNITS • To signify that the unit is Spent a base is
An Infantty or Cavalry unit can also have a permanently removed from it. The missing base
permanent state of Spent. This occurs for any will always be from the back rank if the unit
Infantry or Cavalry unit that has rallied after being is in a formation of more than a single base
Broken. A cavalry unit only may will also become deep. Since all units start the battle with an
Spent if it takes 4 hits from shooting, or at the end even number of bases a Spent marker is not
of a combat phase in which it takes at least one hit. required. A Spent unit in Tactical, Square or 2
This may occur at the end of either of the 2 possible deep Skirmish formation still takes up the same
Combat Phases with large units counting all hits for physical space that it would if the base not been
the purposes of this rule. Artillery units can never removed. Players should not overlap this space
become Spent. with other units. All distances are measured as
Being Spent has the following effects: if the base had not been removed. In some
circumstance it may be useful to replace the
• A Spent, but otherwise Steady, unit fíres and Spent base with a blank base of the same size.
fights as if i cohesión level lower. There is no
additional effect on a Disordered or Wavering HALTED
unit. One additional condition may require a temporary
• Spent Cavalry are no longer impetuous (if marker. This is the 'no advance' state as a result of
relevant). firing. This only lasts for the duration of the
• A Spent Infantry unit may never form Movement Phase following so is not difficult to
Extended Line. remember. As an aid to this it is suggested that a
• A Spent Infantry unit that breaks a and time single base of the affected unit be temporarily turned
will be destroyed and is removed at the end of 90 degrees for the duration of that Movement Phase.
its outcome move.
• A Spent unit requires the expenditure of a COHESIÓN TESTS
Command Point to declare an assault or an Tests are carried out in the circumstances given in
intercept move unless they are shock or Guard the following tables:
Cavalry or are Guard Infantry. During the Assault Phase only:

RESPONDING TO AN ASSAULT
Score Result if test
Attempted activity
required íailed
Form Square from Extended Line 6+
Infantiy assaulted by Cavalry in the
Form Square from Tactical or March Column Cohesión Loss
open & not in Square 5+
Stand and fire
Note: Infantry not in separe take an additional automatic cohesión loss if assaulted by cavalry starting from within zMU
Any friendly unit burst through by impetuous troops
Infantry in Square assaulted by other Infantry Cohesión Loss
5+
A Wavering unit having an assault declarad on it
Light Cavalry Skirmishers choosing to counter-charge non-Skirmisher cavalry Evade
Artillery choosing to stand and fire 4+ Ahandon Guns
These tests are described in more detall in the During the Recovery Phase only:
Assault Phase section.
RECOVERY TESTS
Attempted Activity Score Required Result if test failed
Rallying a Broken unit
6+
Recovering abandoned 3 cohesión losses i attempt only Unit Destroyed
Artillery * i or i cohesión losses
5+
Recovering cohesión losses for any unit NoEfifect
* See Abandoned Guns for more details
At any time as a reaction to battlefield events:
OTHER COHESIÓN TESTS
Attempted Activity Score Required Result if test failed
Whenever Broken non-Skirmishing Infántry first passes within 4MU
If within 4MU of non-Skirmis/iing Cavalry at the time they break 5+ Cohesión Loss
If 'burst through' by friends as part of an outcome move
When a Commander or officer attachment with the unit becomes a casualty
• Infántry in Skirmish formation do not cause PROCEDURE
other units to test if they are Broken. Each time one of his units is required to test for any
• Guard units do not test for seeing broken non- of the above reasons, the player rolls the number of
Guard units dice as follows:
• Artillery that have been Broken do not cause
other units to test. • Veterans: 3 dice
• Tests for Broken Cavalry and for casualties to • Drilled & Irregulars: 2 dice
commanders are taken at the end of the phase, • Conscripts: i die
but before any outcome move is made.
• Tests for Broken Infántry passing within 4MU Charismatic
Does not affect Artillery
commander with unit
or for units bursting through are taken at the +i dice
If in a defensive position,
end of each Broken units move. Conscripts
or if having rear support
Troops in Extended if not defending obstacle,
-i dice
Line: or hill/slope
French Cohesión Marker.
Cavalry and Infántry (not Artillery) led by a
charismatic commander gain an additional dice.
Conscripts gain an additional dice if they have
another unit giving them rear support, or are in
a Defensive Position.
Conscripts in Extended Line automatically fail
a test they are forced to take unless they have
another unit supporting them or are defending
a hill or are behind an obstacle.
70
• Units in Extended Line and not in a Defensive When a unit is testing to recover its cohesión in the
Position have their dice reduced by one. recovery phase a failed result in has no effect. A
• To pass the test any ONE of the dice rolled successful recovery test will result in a unit gaining
must be greater than or equal to the score given one level of cohesión.
in the tables above. i.e. From Disordered to Steady
From Wavering to Disordered
ELAN RE-ROLLS From Broken to Wavering
The effect of the difference in Elan of troop types A Commander can only recover one unit, which may
is determined by the re-rolling of dice. Units may (or be any unit of the corps for a Corps Commander, of
must) re-roll some of their dice depending on the his own división for a División Commander, or his
result and their Elan: parent unit for a Brigade Commander. A Commander
leading a unit in contact with enemy cannot make a
• Superior Guard: may re-roll all i's and 2,'s if recovery test.
they fail their test.
• Superior troops: may re-roll all i's if they fail BROKEN UNITS
their test. Broken units that have not already moved this turn
• Guard: may re-roll all i's if they fail their test. make an additional move during their own Movement
• Poor troops: must re-roll all 6's if they pass Phase. They move a normal move distance with the
their test. following criteria.

Tests triggered by firing and combat are taken after 1. They must end their move further away from
all firing and fighting has been completed in the all enemy than when they started.
phase, except that ist and ind rounds of combat are 2. They must end their move nearer their own
treated separately. All other tests are taken base edge, or the edge of the table that they
immediately at the time of occurrence. arrived on if flank marching. They must end
Each unit is tested independently in the order their move as cióse as possible to that edge after
chosen by the owning player. A failed test may result complying with rule i above.
in a unit becoming Broken, which in turn may 3. All Broken units end their move facing the
trigger additional tests. A unit may be required to direction of movement.
take a second test if other units cióse by fail their 4. They may not pass through another unit other
own test. For example: 2 units are within ^MU of than Artillery or Infantry Skirmishers.
a unit that becomes Broken this phase. The first unit 5. If the Broken unit cannot complete its move, it
to test successfully passes, but the znd unit fails and will move as far as possible and then halt.
in doing so becomes Broken. This causes the ist unit
to take another test. A failed Cohesión Test will Additionally:
usually result in the unit dropping a single cohesión
level. The only exceptions to this are: • Broken units lose all attachments other than
Skirmishers. Remove these attached bases and
• Skirmishers trying to stand when assaulted by replace them with 'normal' bases matching the
non-Skirmishers: A failure results in the rest of the unit.
Skirmishers being forced to evade. • A Broken unit may not declare an assault,
• Artillery attempting to stand and fire when counter-charge or fire.
assaulted: A failure results in the Artillery being • Broken units must attempt to rally during the
abandoned. first Recovery Phase after it becomes Broken.

71
If the Broken unit either íails to rally or doesn't beginning of the Recovery Phase.
attempt to rally then it is destroyed and means that an Infantry unit can only
removed from the table. be rallied once.
All Broken units count as lost for victory point If a Broken unit is contacted by an
purposes. enemy assault or pursuit they are
All Broken units that rally lose a single base immediately destroyed and are
permanently. This is to signify that the unit is removed from the table. Any
now Spent. A base is not removed from Cavalry División Commander or Corps
units which have already lost such a base for Commander with the unit may
being Spent. A unit can only ever lose a single become a casualty.
base for being Spent.
Broken Infantry units that are already Spent
cannot rally and are removed from play at the British Infantryn
LINE OF COMMUNICATIONS
The Line of Communications (LOC) is represented • The occupying unit is not Wavering or Broken
by the LOC marker touching a player's base edge. • The occupying unit is not in contact with one
Units of both sides may pass though LOC^ as if of the player's own units (either directly or by
passing through other friendly units of their own both players being in contact with the LOC)
command except that the LOC cannot move under • The occupying unit is not Artillery.
any circumstances. If the LOC has a friendly unit in • The occupying unit is not in March Column.
contact with it, the enemy may not move into
contact with it unless it makes an assault move, If a player's LOC is occupied the following rule is
which may be into contact with either the unit or in effect:
the LOC. If both players have units in contact with
the LOC, they will fight as if in frontal contact with • ALL Cohesión Tests have i added to the
each other in their current formation. required results dice rolL Note that tests requiring
If at any time an enemy unit is in contact with a 6 to pass will automatically fail and that Broken
a player's LOC it is considered to be occupied if: units cannot recover. Broken units will
automatically be removed during the Recovery
Phase as long as their LOC is occupied.
:

í
VlHl
here are different ways to identify the victor in 2. An army is considered to be defeated if it has
T a game: received so many more casualties than its
If refighting a historical battle or scenario, the opponent, that their commander deems it not
winning conditions should be defined beforehand, worth continuing the fight.
based upon the historical outcome of the battle.
If using a 'what-if' scenario, then the game To identify the point at which this occurs we use
designer will also have to specify what the exact the following rule:
objectives are for each side and what the victory At the start of the Recovery Phase, if one side has
conditions are. lost at least 30% of its ACV in attrition points and
For a one-off or points-based game the fbllowing his opponent has lost less than 10% of his own
rules may be used: attrition points then his opponent has gained a
At the start of the game calcúlate your army's Victory.
combat valué as follows: At the start of the Recovery Phase, if one side has
lost at least 40% of its ACV ¡n attrition points and
• Each small unit: i points his opponent has lost less than 20% of his own
• Each large unit: 3 points attrition points then his opponent has gained a
Victory.
Add the total points for each army's units to give In stand-alone games the game is now over. In
each player their Army Combat Valué (ACV) campaign or scenario games, additional rules may be
During the game each army loses attrition points provided to cover a retreat from the battlefield.
as follows: If playing to a time limit and neither army is
Each unit Broken, destroyed, abandoned or having defeated at the pre-set time limit:
left the table:
• A side that inflicted at least 12 more attrition
• Small unit: 2 points points than the enemy and >= 3:1 gains a
• Large unit: 3 points Major Victory.
• Failing that, a side that inflicted at least 8 more
Spenc units (unbroken and still on-table): attrition points than the enemy and >= 2:1
• Each base removed from a small Cavalry unit: gains a Modérate Victory.
1/2. point • Failing that, a side that inflicted at least 4 more
• Each base removed from any other unit: i point attrition points than the enemy gains a Marginal
Victory.
There are 2 ways of winning a points • If none of the above apply, the game is a draw.
based Game:
Note that there is no recovery phase for the last
i. An army is considered to be move of a game in which neither army is defeated.
defeated if at the start of the Recovery
Phase it has accumulated attrition points BONUS POINTS
equal to or greater than half of its ACV. A victory is upgraded or downgraded by one level if
Unless both sides suffer a simultaneous one side has at least 2 more units of fresh Cavalry
defeat, (which is a draw), their than his opponent.
opponent has achieved a Victory.
P French Grenadier
74
BUILDINGS
Buildings are a special feature that has restrictions • Defending - available to Infantry units only.
both on troops attacking and defending them. The They should be placed around the perimeter of
área defined as 'buildings' may represem groups of the building área
buildings or a single large structure.
To enter buildings all units must pass a CMT Artillery and Cavalry may only move though
unless they are in March Column and moving along buildings if they are in March Column and moving
a road. along a road. All units in March Column in a
Units within buildings may be in one of 3 building are also considered to be 'occupying' it.
formations: Infantry units may 'occupy' buildings, treating
them as rough terrain. Infantry in Extended Line or
• In March Column- only if moving on a road. Skirmish formation will change to Tactical on
• In Tactical formation - available to Infantry entering the buildings. Figures occupying buildings
only. They are considered to be 'occupying' the should be placed inside the building área in Tactical
buildings formation. If the figures cannot be placed in the
76
building, split the front and back rank bases to either taking a full single move. After leaving they should
side of the building, with all bases facing in the same be placed in Tactical formation with as much as
direction. possible of their rear edge touching the building. If
Infantry may also choose to 'defend' the buildings. there is no space to place them, they cannot leave
They can do this immediately on passing a CMT to the building in that direction.
enter, or they may change from passing through or A unit may move directly from one building to
March Column to 'defending' without a CMT, another by passing a CMT if the gap between the 2
taking their full movement allowance to do so. To buildings is iMU or less. It may end its move either
show that a unit is defending buildings its bases should occupying or defending the building moved to.
be placed in single rank around the perimeter. A building can only contain i unit. There is no
Infantry defending buildings must be placed with flank or rear for troops in a building regardless of
either their front or their rear edge touching the formation.
perimeter of the buildings. All measurements to and
from units in a building is taken to or from the GENERAL RULES FOR COMBAT
nearest point of the perimeter of the building. The AGAINST DEFENDED BUILDINGS
actual position of the units within the building is • Only Infantry can assault defended buildings.
ignored for all purposes. The building is considered • Each assaulting Infantry unit receives defensive
to be defended, occupied or empty. fire at cióse range from defending enemy
Infantry moving (or pursuing) into buildings after Infantry.
all of their cióse combat opponents retire are initially • Each unit in combat against buildings receives
considered to be 'occupying' and must wait until their an allocation of 4 dice (counting as small and
next Movement Phase if they wish to change their 'other troops or situations'). A unit defending
status to 'defending'. buildings receives an allocation of 4 dice against
When occupying buildings units are considered each attacking enemy unit. There is no benefít
to be: for a 'large' Infantry unit other than the
reduction of hits by i.
• In rough terrain for cohesión purposes. • Infantry defending a building gain rear support
• In cover when fired at (by artillery only). if the supporting unit is Infantry outside the
• In cover but not defending an obstacle when in buildings, with at least part of the building área
combat. directly to their front. The supporting Infantry
must be capable of moving into contact with
Infantry defending buildings are considered to be: the building by a single move. This move
cannot cross, within 4MU, the front face of an
In open terrain for cohesión purposes. enemy unit. If the unit in a building qualifies
In cover when fired at. for rear support, each of the enemy units in
Defending an obstacle when in combat combat with it lose i dice, and the defending
unit gains i dice.
Limbered Artillery and units in March Column may • All other factors that may change the number
only leave a building along a road. Units in March of dice rolled are ignored, other than the normal
Column or 'occupying' may leave without passing a reductions for cohesión losses.
CMT. Infantry defending buildings must pass a CMT • Both sides will be on -POA.
to leave or to change to 'occupying' or to column. • Units defending a building will only leave it
Units not in column may leave in any direction from an outcome move if they are Broken.

77
FIRING TO OR FROM BUILDINGS • Artillery attachments próvido additional dice for
• Only artillery units may fire at a unit both sides against one target only.
occupying a building, both infantry and artillery • Artillery firing at long range at units in a
may fire at a unit defending a building. building receives its normal allocation of dice.
• All units firing into buildings at cióse or médium • Weather effects are ignored for Infantry
range receive 4 dice. defending buildings.
• Artillery other than attachments cannot fire • Both sides will hit on a 5 at cióse range
from a building. and a 6 at médium or long range,
• Infantry defending a building fire at cióse or except that dice provided by rocket
médium range with 4 dice against each unit and howitzer attachments and for
capable of firing at them this phase, or (as mortar and siege Artillery units
defensive fire) against enemy assaulting them. If will hit on 5 at all available ranges.
no enemy unit is capable of firing at them, they • Units may not fire into or from
may fire with 4 dice at the closest single enemy buildings if any of the
unit within their normal range. Note that this occupants are in contact with an
means that unreformed Infantry can return fire enemy.
at targets at 6MU, but may only fire at a target
not firing at them within iMU. Frenc/i Muidle Guard Drummer
FIELD FORTIFICATIONS
Field Fortifications (earthworks, redoubts, etc) are • Fire with normal number of dice at a single
considered to be a defensive obstacle and cover. A target.
small fortification cannot measure more than 4MU in • Fire with 2/3 dice at each of ± targets (round
any direction and a large one more than 6MU. Only to nearest whole number).
Infantry and Artillery may defend a fortification, • Fire with half dice at each of 3 targets.
although cavalry may freely enter from the rear
unless it is already occupied by another friendly unit. For example, a small unit of heavy artillery may fire
A small fortification can only be defended by 4 dice at a single target, 3 dice at each of 2. targets,
small units, and a large one by either small or large and 2 dice at each of 3 targets. Normal POAs apply
units. No more than 3 artillery bases may ever be for all artillery fire. Firing from fortifications by both
placed in a fortification of any size. Larger infantry and artillery is affected by rain or snow.
fortifications may be placed if playing a historical Units may not fire out of the rear of fortifications.
game or a special scenario. One side of the Units firing into the rear of a fortification gain the
fortification should be designated the 'rear' and is +POA for Firing at a. Flank or Rear and the
considered to be 'open'. Firing by infantry into or defenders are considered to be in the open.
from fortifications is treated the same as firing into or Assaulting the from or sides of a field fortification
from buildings. is treated as if assaulting troops who are defending
Artillery firing from a fortification can choose the buildings, except that the defenders also count as
following dice allocation: being uphill. Assaulting the rear of the fortification
always counts as Assaulting a Flank or Rear
(regardless of the defenders facing), and the defenders
are considered to be in the open. Units assaulting the receive rear support, counting the rear of the
rear must be able to contact it with their own front fortification as the unit's own rear.
edge or front córner. A unit in a fortification may

RIVERS AND STREAMS

Rivers and streams are treated identically, except that unless it is ankle deep or has dried up.
a river must be at least iMU wide and a stream must A dried-up river is counted as a gulley for its
be less than iMU wide. A stream is likely to be entire length. A dried up stream is ignored for all
shallower than a river. purposes. Infantry and artillery defending the bank of
Crossing a river or stream is treated as crossing an a dried up river count as being uphill if they are
obstacle for movement unless it is ankle deep, in outside and are being assaulted by units at least
which case it is ignored, or it is dried up. partially inside. The defenders count as being in the
Infantry and Artillery can defend the banks of open if assaulted by cavalry, but do not have to take
rivers and streams counting as defending an obstacle. a CT to stand and fire - they must still take a test
To do so the unit must be facing the river, with the if they wish to form square.
centre of its front edge or with both front corners, A unit assaulting across a river may fight in
within 2.MU of it. Defending a river has no effect on combat as if it had additional cohesión losses.
firing. Cavalry cannot assault across a defended river

River Height Effect on Defenders Efiect on Anackers


Water is shoulder high Defenders are defending an ohstacle Attacker fights as if 2 levéis of cohesión lower
Water is waist high Defenders are defending an obstacle Attacker fights as if i level of cohesión lower
Water is ankle deep Defenders are defending an obstacle No additional effect
River has dried up Defenders fight as if uphill ¡n the open Attacker fights as if in rough
Stream has dried up No effect No efiéct

BRIDGES AND FORDS

Units crossing a bridge or ford must pass a CMT as • If the assaulting unit is in Tactical formation
if crossing an obstacle, unless they are in March the defenders count as defending an obstacle. If
Column, or if the river is ankle deep or has dried up. the Water is shoulder high the assaulting unit
Crossing a river by bridge is otherwise treated as also fights at i cohesión level lower.
crossing an obstacle. • Units cannot assault across a defended bridge in
A unit of Infantry or Cavalry may assault across any other formation.
a bridge of a ford: « Any unit may choose to assault across the river
instead of the bridge. This may be preferable in
• If the assaulting unit is in March Column the some cases, particularly if the river is less than
defenders count as defending an obstacle. The waist high.
assaulting unit also has the normal reductions
for being in March Column.

79
OBSTACLES
These can be any linear position that cannot simply before the game, other types of obstades may be
be ignored. Walls and hedges around otherwise open counted as cover if there is reasonable justification.
or rough fields are typical examples used in the game, When assaulting an obstade the following rules
as are streams and rivers. For historical battles other are in effect:
types may be considered, such as a sunken road or a
steep ridge. • Cavalry gain no benefit from defending an
In most cases obstadts can only be crossed with obstade.
a CMT. To cross an obstade a unit must start with • Both sides have a -POA for fighting across an
any part of its front edge, or front córner, touching obstade.
the obstade and parallel to it. If the obstade has no • Mounted do not gain a +POA for fighting
straight edge, the unit crossing must have either the Infantry that are not in Square.
centre of its front edge in contact with it, or its z • Mounted do not receive the -POA if the
front corners. After crossing, the unit should be Infantry are in Square
placed a minimum distance forwards, and parallel to • Infantry do not receive the -POA for facing
its original position with its rear edge or a rear córner . Shock Cava/ry.
touching the obstade. • Defending Infantry will not retire unless they
Units defending walls count as behind cover if become Broken.
fired at from the front only. No other obstades give • Defenders do not pursue defeated enemy.
the benefit of cover. However, if both players agree
GROUND SCALE
For the purposes of these rules we use a standard i2-i8mm figures: ground scale 1:2400 or i inch
ground scale of iMU = 67 yards (6o meters). Because (25mm) = 67 yards (6om)
we use a different MU size for the various figure 5-iomtn figures: ground scale 1:3200 or i inch
sizes this gives us the following: =100 yards (8om)
• 2o-2.8mm figures: ground scale 1:1600 or i inch lomm figures use either the 5-iomm or the ii-iSmm
(25111111) = 50 yards (4om) figure scales according to taste and basing
requirements.
TIME SCALE
A normal pair of game turns in the rules represents a 2omin period.
all the activities and movements taking place within
FIGURE SCALE
Each base in the game represents an arca covered by • i Infantry base: 300-500 men
a number of men in formation, along with their • i Cavalry base: 125-200 mounts
equipment. This can vary due to organisation and • i Artillery base: 6-9 guns
casualties, but is always within a fixed range. This is
as follows: In practice the number varies quite a lot and more
detailed information can be found in the section
Using these rules for historical bateles.
BASING
Standard bases will be 6omm wide for 2o-28mm base sizes to be used in the same battle, it is
figures, 4omm wide for 15111111 figures and 3omm wide recommended that a standard base width should be
for 5 to 10 mm figures. Depth of base is recommended used throughout a single army, as it will have benefits
to be 45mm/3omm/2omm although this is less in being able to interchange attachments between
important and indeed is impossible for some Artillery units from game to game.
models, depending on manuracturer and scale. Usually For example, using a standard base width for
'whatever fits' is the accepted norm. Artillery will enable the model to be used as either
Although the rules are designed to allow altérnate an attachment or as part of an Artillery unit. Using
the same base width for Cavalry and Infantry will (although Cavalry officers often have quite different
allow officer attachments to be used for both uniforms to Infantry officers).

INFANTRY
Within the troops termed as Infantry there were Individual companies are not modelled within the
several typcs. Their tactical deployment and regimental or demi-brigade units used in the rules,
employment was similar at the demi-brigade and but players are encouraged to use different bases or
brigade level, even if their quality differed. single ranks of figures within these larger formations
Line Iníanüy formed the majority infantry type to represent them.
in most armies. A line battalion often included a Line Infantry are also further subdivided into 2
company of grenadiers, a company of üght infancry types of tactical formation which existed within the
(called voltigeurs by the French) and a variable period. We refer to these as non-reformed and
number of line companies (often called musketeers). reformed based upon their nation's use of line (l'ordre

Positioning of "unreformed" battalions


within the Tactical unit área.

Positioning of "reformed" battalions


within the Tactical unit área.
minee) or column (l'ordre profond) for battlefield
manoeuvre. The French adopted l'ordre profound at
the start of trie revolutionary wars and continuad to
use it throughout. The other main nations used l'ordre
minee at the start of the period, only changing to
l'ordre profond after their experiences against the
French. Reformed troops typically introduced light
infantry companies into their battalion formations.
Líght Iníantry were often trained to form up
entirely in skirmish order. They should not be
confuscd with skirmish companies, which could be
deployed from almost any infantry unit. In the rules
light infantry are represented by a mix of cióse and
open order bases, with all bases being in open order Russian Infantry
if the entire unit is deployed into skirmish formation.
Riflemen were allocated to units in the Austrian with the exception of the British. Conscripts would
Prussian and Russian armies as well as some of the often receive training only after joining the army in
Germán States. These were often known as 'schutzen' the field. If they survived long enough they would,
translated as 'shooters'. The Prussians had one in time, receive enough training and experience to be
'schutzen' battalion, but it was more usual for considered Drilled, and eventually even Veteran.
riflemen to be allocated as companies. Usually only Standard sizes for all base types are:
part of a unit had rifles. Even the British, who did
give rifles to whole regiments, still deployed the men • 2o-i8mm figures: 6omm wide x 45mm deep
in individual companies attached to other battalions, • i2-i8mm figures: 4omm wide x 3omm deep
regiments or brigades. Rifles had a longer range than • 5-iomm figures: 3omm wide by lornm deep
smoothbore muskets, but a slower rate of fire.
Guard Infantry formations were used by most Players using 10 or iimm figures may use the either
nations. The Austrians for example had none. The the 5-iomm or the i2-i8mm bases as they prefer (see
French and Russians in particular had whole corps of the section 'Optional Figure Basing' for instructions
Guards, although most countries settled for a few on how to use different figure and base sizes for these
battalions organised into divisions or sometimes just rules)
brigades. Guards were usually formed of the best
troops in the army, but not all formations called INFANTRY UNIT ORGANISATION
Guard were of the same standard. Groups of single bases are placed together to form
Conscripts were relied upon in some form by most 'units'. The organisation of troops into larger
armies for much of the period. The formations differed during the course of the
most notable exceptions were the Napoleonic wars and from country to country. To
British army and in the 17905 the use your bases of figures in these rules they must be
'ancien regimes'. But by the end of combined to form units which will each represent
the period most armies had come several battalions, a single demi-brigade or regiment.
to rely heavily on Conscripts to Because unit strength varied greatly from nation to
maintain the levéis of their forces, again nation and even single nations at different times
during the period, we have allowed the use of z
Austrian J<£ger different sizes of units: 'small' and 'large'. A small
unit can be assumed to have a nominal strength of with much greater depth. The unit loses front rank
between 1,200 and 2,000 men, with a large unit being firing capability in exchange for greater momentum
2,000 to 3,000 men. In many cases this will be a full in combat.
brigade of Infantry, but in others it will be less than If a unit consists entirely of light infantry then
a full brigade. For points based games you only 'buy' half its bases (the front rank) should be shown as
single units of either of the 2 sizes. Skirmisher bases, with all other non-Skirmisher bases
being also of light infantry. A unit of entirely light
INFANTRY FORMATIONS infantry may also be formed up entirely in Skirmish
Until the late i8th century the line was the standard order, in which case all Infantry bases should be
battlefield formation for Infantry but by the time of replaced by Skirmisher bases.
these wars the assault column carne more into use There will be times when a unit will need to REFERENTE SECT10N
and the hollow Square for defending against Cavalry. move quickly around the battlefield. It will be able
However a column was not a deep formation with to do this much better if formed in 'Match Column'.
men shoulder to shoulder and many ranks deep like This formation is represented by placing a unit's bases
a pike phalanx. Individual platoons and companies i wide and 4 or 6 deep.
would be organized in three ranks with intervals To maximise fire in a defensive position, an entire
between them to their flank and rear. Intervals were unit may choose to form up in 'Extended Line'
necessary to enable changes of formation and the formation, represented by placing the unit bases 4 or
passage of officers. By the Napoleonic Wars even 6 wide and i deep.
the fully deployed line was only 3 ranks deep — and Extended Lines can 'kink' at their centre point. If
sometimes only two. following a terrain feature this kink may be of any
A brigade was rarely deployed with all regiments angle up to 90 degrees. Unless following a terrain
in line abreast. The most common deployment was feature the 2 halves of the unit may not 'bend'
in line with múltiple battalions behind each other, or towards each other. After kinking both half-units must
in columns with battalions abreast. We refer to both remain with their nearest corners touching.
of these formations as 'Tactical' formations and do The final formation that an Infantry unit may use
not differentiate between them on the table top - is that of Square. Normally it is only used by
assuming that the local oíFicers in charge would use Infantry if they are about to be attacked by Cavalry.
the most effective formation for the situation faced. This is shown by placing the unit in Tactical
Units will most often be deployed in Tactical formation and turning the rear rank
formation. This is shown by placing the unit bases 2 to face the rear.
deep. Small units will be 2 bases wide and large units A 2nd method of
will be 3 bases wide. showing unit in Square
Another type of Tactical formation is supported or formation is to turn the bases
self-supported. This is a deeper formation available so that at least one is facing in
only to large formations. It is shown by placing the each direction.
bases 2 wide and 3 deep representing a large unit
deployed on the same frontage as a small unit, but Spanish Guerrilla

_ 85 —
CAVALRY
There are three basic types of Cavalry for use on a in the same way and often at the same time as the
battlefield which are: heavy cavalry.
Shock Cavalry were the heaviest cavalry of the
• Battle or Heavy Cavalry: Their main purpose period. These were usually comprised of the biggest
was to engage enemy Cavalry, to assault men on the biggest horses. Most cuirassiers fall into
Infantry en masse and to support their own this category, but there are others: Carabiniers and
Infantry either in attack or when defending. mounted grenadiers being typical examples. The
Heavy Cavalry included cavalry called dragoons definition of which Cavalry can be 'shock' is
in most nations, and cuirassiers in many. These specified in our companion army lists.
were big men on big horses. They were
equipped with long straight swords where the FIREARMS AND CAVALRY
point and Ímpetus was the key to the use of the Firearms were seldom used on horseback on the
weapon. They would usually canter into action, battlefield in an organised manner. Cavalry would
or might gallop only for a short distance as they occasionally skirmish with each other using their
closed on their enemy. carbines and pistols and might also use them in melee,
• Light Cavalry: Who can carry out the same but there would be no chance to reload and there was
functions, but, other than lancers, are less likely no drill for using them en masse. Cavalry did not
to assault Infantry. They were also used to guard routinely dismount to fight in a battle and where there
the flanks of the army and to pursue a Broken is histórica! justification for dismounted cavalry in
enemy. They could turn a defeat into a massacre. battle, they are given a suitable infantry classification.
Light Cavalry were smaller men on smaller
horses and included hussars (perhaps the most CAVALRY UNIT ORGANISATION
flamboyant of the cavalry), chasseurs, chevaulegers In these rules a small unit has an assumed strength
and lancers. Confusingly, some nations liad cavalry of between 500 and 800 men, with a large unit being
called dragoons who were really only light 800 to 1200 men. Often this will be a full brigade,
cavalry. By the end of the period most nations but could also be a regiment or a group of squadrons
had introduced lancers (uhlans) whose principal perhaps from more than one regiment.
target was enemy infantry. Units will most often be dcployed in Tactical
formation. This is shown by placing the unit bases 2
NOTES ON TYPES OF CAVALRY deep. Small units will be 2 bases wide and large units
Irregular Cavalry are only fbund in some armies. will be 3 bases wide.
These were mainly cossacks and uzbeks with the Large units may also be deployed in a dceper self-
Russian army, Polish krakhaus and the Mameluks in supported Tactical formation, by placing the bases 3
Egypt. They were not usually present on battlefields deep and 2 wide.
and if present usually acted on the flanks as screens Another formation used by cavalry is that of
and scouts. The Ottoman army was an exception to Extended Line. This is most often used by
this and used both heavy and light irregular cavalry skirmishing light or irregular light cavalry:
in large numbers in most large battles. Cavalry can also form March Column. This is
Horse Guards could be heavy or light, lancers or represented by placing the bases in a column i base
cuirassiers. They functioned pretty much as all other wide. March Column is mainly used to quickly
cavalry but their light cavalry would usually be used redeploy Cavalry to another part of the battlefield.
86
CAVALRY misunderstand their formation which was essentially
FORMATIONS a column of lines one behind the other again with
For cavalry the line was the intervals, usually each line being one regiment 2-3
preferred formation for a charge. ranks deep. This is the standard tactical formation for
References to cavalry columns cavalry.

Austrian Aniüeryman

ARTILLERY

In this period artillery carne into its own on the When limbered, Artillery units can be replaced by
battlefield, and the ratio of guns to men rose a single Limber model. This should be on a base
markedly and they carne to cause more casualties than 4omm wide and up to 9omm deep (nomm for a
small arms by a factor of about 4:3. There were two large unit). In practico, it may be expedient to use
basic types of fíeld piece. the artillery models themselves 'in column' to show
The first type was the long barrelled smooth bore that they are limbered.
muzzle-loading cannon, measured by the weight of ;-

shot - 3, 4, 6, 8, 9 and 12 pounders were all used. TACTICAL USE OF ARTILLERY


Cannon had a low elevation and generally fired on a The type of pieces used and ordnance fired did not,
fíat trajectory and could not be depressed much with as such, determine how Artillery was used on the
ease. field of battle.
The second type was the howitzer, also smooth Position Artillery was deliberately placed in a
bore but short and stubby with a wide bore and a position where it could bring sustained fire at longer
higher angle of elevation. Most nations' batteries had ranges onto massed or large enemy targets. Field and
a mix of cannon and howitzers 1:2 or 1:3. Howitzers horse artillery could both be used as position artillery
could be fired from just behind a crest or in a slight but horse less commonly. All Artillery in sepárate
depression, but purely indirect fire was not used. units are position artillery.
There were two types of artillery unit. Most were Support Artillery was common and was essentially
termed Field Artillery. In essence the gunners walked Artillery assigned to individual infantry or cavalry
or marched alongside the guns and their limbers, formations. Typically they would deployed in the
ammunition caissons, etc. The second was Horse line with the infantry in defensive positions or move
Artillery where the gunners rodé either on horses or forward with the infantry or cavalry and deployed in
on the limbers themselves. Usually fiarse artillery had positions of tactical advantage cióse to enemy - ¡n
the lighter weights of guns: typically 6pdrs. They grape range if possible. All artillery attachments are
too could have howitzers. support artillery.
Artillery models are often diíficult to place on a Fire by Prolong was a method of manhandling
'standard' depth base. We therefore allow the bases artillery forward by the use of 'prolongs' or
to be 6omm/4omm/3omm deep - or more - to 'scheiplel' - long thick ropes with hooks and eyelets
accommodate the models. However, heavy artillery - or by the use of handspikes. It was not always
will always be on a base at least 6omm/4omm/3omm necessary or even practical to limber and unlimber
deep to represent the space taken up by the guns and even quite heavy field artillery could be
additional caissons required to support them. advanced in this way.

_ 87 __
Regimental and Battalion Guns were used by some will be allowed to use larger batteries in larger multi-
armies at times during period. They were generally corps battles.
ineffective in largor scale actions and often as not
were lost on campaign as the logistical challenges to ARTILLERY UNIT
sustain them grew too great. ORGANISATION
Horse Artillery, when used other than as support In these rules an artillery unit is used to represent a
artillery for cavalry or infantry, was a highly mobile number of guns of greater than single battery size
reserve to conven success to victory or recover from and are usually used to provide long range support for
a setback. Horse artillery could not fire any better or the Infantry and Cavalry units (i.e. position artillery.)
faster than their field counterparts gun for gun but A small unit represents 12 and 19 guns while a large
they could rapidly move around the unit represents 2.0 to 30 guns. There are 2 modes of
battle field to take up key positions. dcployment: limbered and unlimbered.
Grand or massed Batteries
became much more common as LIMBERED ARTILLERY
the period went on and When moving around the batdefield artillery units
grew to be up to 200 should be shown in their limbered formation. To do
pieces strong. They would be this remove the unlimbered artillery pieces and
less likely to be used in an action replace them with a single base containing an
at Corps level which is the artillery limber. For small units this will be of 4
'standard' for tríese rules. Players draught horses. For large batteries it should either
have 6 draught horses or should have 4 horses, but
French Artillery officer carry an artillery piece behind it.
ATTACHMENTS
In order to bring out further differences in capabilities the duration of the battle. In this case the unit will
and strengths of units, we use 'attachments'. An be allowed to take a Skirmishcr attachment.
attached base is a base that replaces one of the The Skirmishír base should be placed at the front
standard bases in the unit and has figures and models of the unit in the left most position. Where the
on it representing some added capability. attachment is justified because the unit is of mixed
There are 4 difFerent attachments that may be use: line and light infantry, the base immediately behind
the Skirmisher base should be of light infantry if the
SKIRMISHERS unit is in Tactical formation, as shown below.
Most reformed infantry units have integral light For those players who prefer to see their Skirmish
companies to provide a nominal Skirmish capability. line out in front of the main battle line we have an
This is reflected in a unit's ability to fire at the 6MU altérnate method of representing them, although all
Skirmish range. Some units do not have this capability. measurement distances for movement firing, etc. are
Some regiment sized units have a large number of made from the main unit. The Skirmish bases are
light infantry within their formation, over and above ignored for all game purposes, other than as an
the normal light companies with individual battalions. indication that the parent body contains light infantry
This may be either entire battalions of light troops, and should be repositioned as necessary if they
or additional companies of light troops attached for obstruct the movement of any other unit or base.
ARTILLERY OFFICERS
As we have already described, some infantry units were Some units may be led by additional offícers or by
allocated a small number of regimental or battalion light an officer who is of outstanding ability. To represent
artillery guns for support purposes and these are this we use optional Briga.de Commander attachments.
already factored into the unit. However, sometimes He behaves in every way like a División Commander
formations were allocated additional guns from divisional except that he has no Command Polnts and only
or corps reserve and we build this into the rules by affects, and may not leave, the unit he has been
allowing units to add Artillery attachments. Models attached to. He also has an increased chance of
used to represent these may be either foot or horse becoming a casualty. His base is normally placed in
Artillery, although for accuracy attachments to Cavalry the centre of the front rank if possible.
units should always be depicted as horse anillery. Note
that attached Artillery in an Infantry unit cannot fire CAVALRY
independently unless their parent unit is unreformed Occasionally an infantry unit had a small number
and the target is at médium range. (usually a company) of cavalry attached to the
Note that Artillery units can have Artillery brigade. We therefore allow some units to have
attachments. In this case however a base is not Cavalry attachments. Their main valué was in driving
replaced; the attachment is simply added alongside the off enemy skirmishers.
existing bases. This will increase the frontage of the It always replaces the base that is most to the rear
unit. These attachments may be of additional médium and most to the right of a unit.
artillery, heavy artillery, howitzers or rockets.
When using artillery on bases that are deeper than RESTRICTIONS
the standard, they should be placed with either the The máximum number of attachments a unit can
front edge or the rear edge of the unit have is restricted by the size, the basing and the type
aligned. The choice makes no of unit. These restrictions are described as follows:
difference in game turns, since all
measurements are made • An Artillery unit may only have an attachment
as if they were aligned of artillery.
with front edge of • A Cavalry unit may only have artillery and
the Infantry. officer attachments.
• An Infantry unit (whether large or small) may
have a máximum of ^ attachments. It is possible
that a small light infantry unit has all of its front
rank bases replaced with attachments. If this
occurs the opposing player must be informed
Bricish Commander when the unit is first placed on the table.

_ 89 _
COMMANDERS
To control your forces on che battlefield you will io-z8mm: 6omm x <5omm
need to use your Commanders. ii-iSmm: 4omm x 4omm
Commanders are the only bases in your army that 5-iomm: jomm x jomm
are independent bases and henee are allowed to move
on their own. Corps Commanders and División Both Divisional and Corps Commanders may
Commanders are based as follows: optionally be on 6omm/4omm/3omm diameter
circular bases, or by choice may be on the same base
depth as an attached Commander base.
90
layers ivho wish to deslgn their own armies Infantry and Cavalry units. Attachments are paid for
P should use the points valúes given in the Points separately and will replace an already paid for base
Cosí table. Totals points used for a battle lasting from of an existing Infantry or Cavalry unit, or be added
3 to 4 hours should be around 800 per player, to the 2 or 3 bases of an Artillery unit. Field
although up to 12.00 points per player can easily be fortifícations, if used, cost a fixed number of points for
handled with experience. This should normally be depending on their size. A small fortification can only
enough to field a corps of 2 to 4 divisions. Points are be defended by a small unit, while a large one can
charged for each base of a unit, with units consisting be defended by both small and large units.
of 2 or 3 bases for Artillery and 4 or 6 bases for
Points Cost (per base) Training Élan Bonus
Troop Type Veteran Drilled Conscript Irregular Superior Poor
Infántry
Line Infantry (non-refbrmed) lo 8 6 7 -2
3
Line Infantry (reformed) !3 10 7 - 4 -2
Light Infantry 16 12 9 8 5 -3
Cavalry
Light Cavalry 10 8 6 7 -i
3
Heavy cavalry 13 10 8 9 4 -2
Artillery
Médium Foot 28 20 - - 4 -4
Heavy Foot and Howitzers 32 24 - - 7 -5
Horse Artillery 32 24 - - 6 -5
Attachments Special Capabilities Commanders
Skirmishers with muskets 8 Rifles i Exceptional commander 8o
Skirmishers with rifles 10 Guards 4 Skilled commander 5°
Médium Artillery, Rockets lo Lancers 2 Competent commander 3°
Heavy Artillery, Howitzers 12 Shock 3 Charismatic commander + 10
Officer attachment 12 Impetuous -i Allied commander -10
Cavalry attachment 6 Immobile Artillery -5 Fieldworks Small/Large 20/30
PRE-BATTLE INITIATIVE
he most successful generáis in history i units of either Infantry or Cavalry. The extra
T endeavoured to bring the enemy to battle in a unit(s) can be of any type or size, but must not
place of their choosing, whether they were the exceed ^opts in valué. These extra troops must be
invader, or were in defence of their own territory. added to an existing command, (which must also be
Often they achieved this through better battlefield deployed on-table) and the choice of Infantry or
intelligence, which often gave them the initiative in Cavalry (or both) must be made immediately after
the forthcoming battle. In Field of Glory Napoleonic dicing for initiative. The unit(s) may not créate a
we reflect this by allowing the general who has 'mixed' división from an otherwise non-mixed one.
gained this initiative to select the overall terrain The choice of unit(s) must be announced to the
región, reflecting the likelihood that he will have a defender. The attacker's Army Combat Valué (ACV)
greater influence on choosing the battlefield. His does not change for adjudicating victory, but the
opponent also starts deploying first, revealing his defender has an extra % points added to his. This
initial dispositions while the player with the initative means that the attacker must cause an additional point
is also allowed to make the first move. However, just of damage to defeat the defender. It should also be
as in reality, a good opponent will devise his own noted that each player must provide for the bonus
tactics to counter these advantages. unit(s) in addition to those units forming his
Before set up each player rolls a D<5 and adds his predesigned army. If an army list does not contain
total initiative modifier. If the total scores are equal, any bases costing 10 points or less, the 4opts may be
roll again. The high scorer has pre-battle initiative. spend on an additional 2 bases, converting an existing
Initiative rating is a combination of 3 factors: The small unit into a largo unit.
skill level of the Corps Commander of the army. A The attacker will deploy ind and will make the
valué assigned to the army in the list for that army. first move in the game. During the first 2 moves of
A dice roll modifier. the game there are restrictions on movement as
follows:
CALCULATING YOUR
INITIATIVE VALUÉ • The attacker may not make a 'move to the rear'
• Start with the skill level of the Corps with any of his units other than those in
Commander of your army. Skirmish order, or as a result of on outcome
• Add to this the initiative valué of your army for move.
that year. • The defender may not move any of his units
• Add to this the score of a single dice roll. other than Skirmlshers to a position outside his
deployment área except as follows:
The player with the higher score is the attacker and • To counter-charge with Cavalry.
the other player is the defender. If the scores are • As a result of an outcome move.
level then both players must roll the dice again and • To advance no more than one normal move
recalculate. distance to enter or move into contact with
If the attacker has an initiative score of at least 3 buildings.
higher than his opponent, he gains an additional i or
94
TERRAIN
Players sit opposite each other, with each taking the available to both armies. If no región is common to
nearest edge of the table as his base edge. For standard both armies he chooses a región from his opponent's
games this will be one of the longer edges of the available options. Terrain is then chosen and placed
table. according to this territory type.
All references to 'own' edge or half of the table The table below shows the terrain pieces available
refer to the side of the table nearest to the player in each territory type. The máximum number of
concerned. allowed pieces of each type is shown, followed by
Each army list in our companion army list books the compulsory minimum in brackets. Both players
specifies a set of territory types characteristic of those make their terrain selections from the row relating to
typically found in the army's región of activity. The the territory type chosen by the player with pre-
player gaining the initiative MUST choose a región battle initiative.

ALLOWED TERRAIN TYPES PER REGIÓN


River or Rough/
Región Open Steep HUÍ Gentle hill Road Impassable Difficult Buildings
Stream Cover
France & Central Europe i i 4d) i 3d) o 2. 4d) 3W

Southern Europe o 3« 3 i 3(i) I 3d) 3 3(1)


Spain & Portugal I 4W 4W i z I 3(1) 2 z
Eastern Europe 1(1) i 4d) i 2. I 3d) 2 4d)
Egypt & Middle East 4« i 3(1) i lW 0 4 i 3(1)

TERRAIN DESCRIPTION, Road


VISIBILITY AND COMBAT A road should be of a width to accommodate your
EFFECTS figures when moving in 'March Column'. This will
Open normally be 4omm. It may include i bend and may
An open área of ground offering no impediment to not be longer than the table's longest edge.
movement. All áreas of the table not covered by other
terrain is considered to be open. It has no effect on • A road cannot touch the edge of the table
visibility within iiMU of another road.
River or stream • If there is at least one building that does not
A river must be 2 to 4MU wide and a stream have a road passing through or touching it, then
must be more than i/iMU and less than iMU wide. any road placed must pass through or touch at
A river's length is determined by the placement rules. least one of diese buildings.
In Egypt and the Middle East a river may have • If all buildings have at least one road passing
dried up in which case it is classified as a gulley for through or touching them, then a road must
its entire length. A river can only have i bend of up pass through or touch a building or another road
to 9odeg. It has no effect on visibility. The strength if there is one.
of flow is diced for at placement. • A road crossing a river must have a bridge or a
ford at the crossing point.

95
Área Features small plantation on it would count as 3 terrain
An área feature may be one of 2 sizes: selections. A large steep hill can only have a large
superimposed área feature if one them is compulsory,
• Normal piece: A 4" x 6" (locm x 15011) it then counts as 3 selections. The steep section of a
rectangle can be fitted entirely within its hill is always difficult going and the non-steep section
footprint. Its entire footprint can be fitted is 'open'. Note that any other superimposed terrain
within a 12." (3oomm) diameter circle. may override this.
• Large piece: A 4" x 6" rectangle can be fitted A hill blocks line of sight. Troops on the near
entirely within its footprint. Its footprint cannot side of an otherwise 'open' hill can be seen from any
be entirely fitted within a 12." diameter circle. distance. Visibility of troops on a 'covered' hill is
Its entire footprint can be fitted within a 16" the same as the rules for the type of cover. Troops
(4ocm) diameter circle. A large piece counts as within 2.MU of the crest of an 'open' hill can see
2 selections and as 2 towards the máximum of other troops over the crest at any distance, but can
that type, except that a compulsory item only only be seen in return if the enemy are within 6MU
counts as i selection regardless of size. of the crest. Infantry may fire over the crest of a hill
at médium range. Both Artillery and Infantry may
Steep Hills fire over the crest of a hill at cióse range.
These can be steep, or partially steep. A steep Gentle Hill
hill can also have the following superimposed: A A gentle hill is treated exactly the same as a steep
wood or plantation, a building, rough ground. hill, except that it is counted as open over its entire
The steep section of a partially steep hill must be área. Note that any other superimposed terrain may
clearly identifiable and must be a single section that override this.
cannot extend around ñor cover more than half of the Rough Ground
hill. A partially steep hill is counted a steep hill This terrain type covers any terrain that inhibits
selection if small and both a gentle hill and a steep movement in formation, but does not provide cover
hill selection if large. A hill with another from firing, except if the unit is behind, and in
superimposed área feature counts as the terrain contact, with walls or hedges surrounding an enclosed
equivalen! of both. For example, a large hill with a field. This terrain type would include open or
TERRAIN SIZES
A 'normal' sized piece. A 'large' sized piece.
12 MUs Máximum Cannot fit inside a
12 MUs circle
16 MUs Máximum
6x4 MUs Mínimum 4 MUs Minimum
enclosed fields, rocky ground or an área of brush. It fight as if in rough. Troops beyond cover cannot be
could also include áreas of son sand. It has no effect seen through or over it, even from a hilL
on visibility. Difficult
Gulley Terrain of this type makes movement in formation
This terrain type is also 'Rough ground' and is an very difficult, if not impossible. It may also give
área of ground that is lower than that of the cover and block line of sight. Examples would be
surrounding área. The whole área is treated as rough, marsh, dense woods and steep slopes.
but has special effects with regard to shooting and A marsh has no effect on visibility. Troops in a
visibility. dense wood can only be seen from iMU unless fíring,
Artillery wholly inside a gulley may not fire out. and also count as in cover. Troops beyond woods
Infantry wholly inside a gulley may not fire out at cannot be seen through or over it, even from a hill.
cióse range, but may fire at médium range as normal. Impassable
Both Infantry and Artillery may fire at any range at This would block movement of troops entirely
enemy units partially in the same gulley, or in and may also block line of sight. The i most common
contact with the gulley edge. types would be a lake or a rocky outcrop. Their
Troops partially inside a gulley fire in or out as placement is heavily restricted. Troops cannot enter
if entirely in rough ground. Infantry outside the and are destroyed if forced into it. A lake does not
gulley can fire at troops inside at médium range as block visibility, but troops beyond other types of
normal, but can only fire at cióse range if they are impassable cannot be seen through or over it, even
touching the edge. Artillery outside a gulley cannot from a hill.
fire at units entirely in the gulley unless they are Buildings
touching the edge. Troops outside a gulley can see These are a special terrain feature and give special
troops inside when within 6MU of the edge of it. privileges to troops entering them. A building may
Units entirely inside a gulley count as being in cover, only a small sized terrain feature, but it is possible
units partially in a gulley count as being in the open. that 2 or more buildings could be placed adjacent to
A gulley is considered to be cover and may be chosen each other, to créate a larger village or collection of
as part of the rough/cover selections. buildings. A building área can contain a single infantry
Cover unit.
This terrain type could be, rough or difficult There are special rules for fíring and fighting
ground but always provides cover for troops in it. It troops in buildings (see 'special features'} When a
may also block line of sight. Examples would be open building is occupied by a unit it will have bases
woods, plantations and vineyards. Troops wholly either in, or around the outside of the feature.
inside can only be seen at 6MU range, unless they Buildings block line of sight, although they can be
are fíring out. Troops inside fire as if in difficult, but seen to be occupied or defended from any distance.

TERRAIN SELECTION
• The player who is the defender selects a small units because of pre-battle initiative the
hill of one of the selected region's compulsory defender may increase the size of this small hill
type(s) and places this on the table in any to a large one. He next places a straight road
location entirely in his own centre section. If running from any point of the edge of his own
his opponent has received i or i additional centre sector directly to any point of his

97
opponent's rear edge and centre sector. These placement and his opponent may not roll to
are in addition to any terrain selected during move it. The attacker may not place any field
the rest of the placement sequence. No dice fortifications.
rolls are required and they may not be moved
by the attacker. A river (or stream) is placed as follows:
• The attacker then selects i of the 4 compulsory The player placing the river rolls a dice:
pieces and must choose a village if the territory
región is France or Central Europe. • 1-3 The river enters on a flank sector of his
• The defender must select the other 2 opponent's long edge at least 8MU from the
compulsory pieces. side edge.
• The attacker then takes between 2 to 4 • 4-5 The river enters on a flank sector of his
other optional selections from the list of own long edge at least 8MU from the side edge.
available terrain. The total pieces of any type, • 6 The river is discarded.
together with any compulsory features of that
type, cannot exceed the máximum of that type. The same player then rolls a znd dice
• The defender then makes his 2 to 4 other
optional selections from the list of available • 1-3 The river leaves the table on a side edge of
terrain. He cannot select any pieces that, together the same flank in his opponent's half of the
with those already chosen by both players, table at least 8MU from the long edge.
would exceed the máximum of that type. • 4-6 The river leaves the table on a side edge
• Note that a compulsory hill with another of the same flank in the player's own half of
compulsory terrain selection superimposed will the table at least 8MU from the long edge.
use up 2 of the player's compulsory terrain
selections. The strength of the river is checked as follows:
After placement his opponent rolls a d6,
All terrain selections are made before any are placed subtracting 2 for a stream (less than iMU wide) and
on the table. subtracting i if the región is Egypt/Middle East.
Subtract 3 for a stream in Egypt/Middle East.
TERRAIN PLACEMENT
SEQUENCE • i or less Water is ankle deep - No effect on
The order in which terrain is placed is as follows: movement. If the región is Egypt & Middle
East, a selected river or stream has dried up.
1. If any player chooses a river or stream this is • 2-3 Water is waist high - units may cross if
deployed fírst. passing a CMT
2. Players now place their selected terrain pieces • 4-5 Water is shoulder high - May only cross
(other than roads) alternately until all pieces with a commander and must still pass a CMT.
have been placed (or discarded) starting with the • 6 Surging torrent - cannot be crossed except at
defender. Compulsory ítems (other than roads) bridge or ford.
must be placed before any non-compulsory Ítems.
3. Both players place any remaining roads - TERRAIN PLACEMENT DICE
defender fírst. ROLLS
4. The defender places any field fortifications No piece can be placed (prior to adjustment) within
anywhere in the centre sector of his own 4MU of any other piece except:
deployment área. No dice roll is made for
• Any piece can be placed closer than ^MU to • i Touching opponent's long edge.
a river a stream or a road. • i. Touching his own long edge.
• A road can be placed closer than 4MU to any • 3 Touching any sido edge - Entire
piece and can pass through a building, or over terrain piece must be over 8MU from any
a hill, stream or river but not through other long edge.
terrain pieces. • 4 Anywhere over 8MU from edges - entirely
• A building may be placed adjacent to in opponent's half.
another building to represent a largor village • 5 Anywhere over 8MU from edges - entirely
or collection of buildings. It may also be in player's own half.
placed entirely on a gentle hill. It may • 6 Anywhere straddling the centre line with at
be moved as normal by the opposing player. least iMU in both players' halves.

The placing player rolls to determine where on the The initial placement roll is not required for rivers,
table a piece is to be placed. The other player thcn streams or roads.
makes an adjustment roll, which may allow the The placement roll is halved for impassable terrain
placement to be amended or negated. During initial (rounding up - i.e. 1-1 becomes a i, a 3- 4 becomes
placemcnt the entire piece must be within the a 2, a 5-6 becomes a 3).
designated sector(s). The adjustment roll is made after each terrain
The placement roll: feature is placed:

— 99 —
• o—2 No change permitted. When a piece 'slides' it must maintain its angle of
• 3-4 Can slide the piece up to 6MU in any placement relativo to the table edges. To pivot, fix
direction. any point on the edge of the terrain piece and rotate
• 5 Can either slide the piece up to iiMU in any the piece around this point. A piece cannot be slid
direction or pivot the piece on one point or pivoted off table, ñor to overlap another terrain
through any angle. piece, but may end within 4MU of any other piece
• 6+ Can remove the piece entirely. and can ignore sector boundaries. A piece cannot be
slid to with 4MU of a table edge if it was not
Modify the die roll by: permitted to be placed within 4MU to begin with.
• -i if the piece is a compulsory terrain ítem.
• +i if it is impassable.
-
DEPLOYMENT
Note that where an army list indicates that LOC. He should place any notes defining
attachments must be allocated after terrain placemem his flank-march and/or reserve under
and before deployment - this is the time to allocate this base.
those attachments.
Deployment zones are as follows: Note that where an army list indicates that
attachments must be allocated after deployment - this
• Defender: anywhere up to 6MU from the is the time to allocate those attachments.
centreline.
• Attacker: anywhere up to loMU from the PLACING FIELD
centreline. FORTIFICATIONS
These may only be used in a points based game by
After terrain has been placed the players now deploy prior agreement or if permitted by the army list if
as follows: choosing an army from one of our accompanying
army list books. They can only be placed by the
1. The attacker may choose to flank-march with defender, immediately after terrain has been placed
one of his Divisions. He must make a note of and before any units are placed. They may be placed
the división, the flank, and the sector that it anywhere in the defender's deployment área, at least
will appear from. 8MU from a table edge. See Special features/field
2. Defender places his LOC. fonifications.
3. Attacker places his LOC.
4- Players deploy their commands alternately, 3 ATTACHMENTS
units at a time, starting with the defender. The Some armies are more flexible with the allocation of
units must be placed in command order. That is, attachments than others.
once a unit is placed, all other units in its If using our accompanying army list books, there
command must therefore be placed before a unit will be restrictions on how and when attachments
from a different command can be deployed, can be allocated. Most attachments will be allocated
5. Commanders are placed as soon as all units in to their units when the army is created. Some
their command have been placed. They do not attachments will be allocated to divisions, but not to
count towards the '3 units at a time'. units. In this case the attachments should be allocated
6. As units are placed on the table, the owner to units by the player as his units are placed on the
must fully define their troop type, training, table. In the most flexible armies, the British being
élan, and weapons. a typical example, attachments may be placed after
7. Either player may choose not to place the deployment. In this case the player should deploy his
whole of his last deployed División on the units without attachments, and only replace his
table, and instead bring it on during the game normal bases with attachments after both armies have
as a 'Reserve'. He must make a note of the been deployed.
sector that it will appear from.
8. Once a player has placed all the units of FLANK MARCHES AND
his on-table divisions, if he has any commands RESERVES
off-table, he should place a single commander The player with the initiative may send one of his
base adjacent to, or as cióse as possible to his divisions on a flank march. The decisión of whether
or not to make a flank march is made aftcr all terrain as no unit of the reserve división has been placed.
has been placed, but before the first unit is placed He should make a note of the sector from which
on the table. The player should make a note of the it will arrive (Right, Left or Centre).
ílank and sector from which it will arrive (Right or After all other troops have been deployed, each
Left Si Front or Rear - rear being his own half of player with a command off-table places the note(s)
the table). made under his LOC.
Either player may choose to deploy a whole Instructions for bringing reserves and flank
división in reserve off-table. This decisión may marches onto the table are explained under Moving
be made at any time during deployment, as long reserves and flank marches onto the talle.
T7T
GLOSSARY OF TERMS attachments for Infantry and Cavalry may only
<: Less than. be médium. Artillery units may have attachments of
<=: Less than or equal to. other types of artillery or officers, but only as specified
>: Greater than. in their army list
>=: Greater than or equal to. Attacker: The player who wins the initiative at
the start of the gamc. He deploys second and moves
Active Player: The player whose turn it currently k fírst. He may also gain additional troops.
Advance: Any move which results ¡n at least part Attrition Points: Attrition points are received for
of the unit ending further forwards than the original various adverse events, such as Broken or Spent units
front edge and facing. and Abandonad Guns and losing your LOC.
Artillery: Any unit or attachment that has a gun If sufficient attrition points are accumulated, the army
model on it. Units may be: heavy, médium, or manar. is Defeated. See the Victory and Defeat section.
An Artillery attachment may also be hoivitz,er Base Width: The width of a 'standard' base as
or rocket. Artillery units are also classified as either used in these rules. This base width is the same e ven
foot artillery or fiarse artillery. if using figure based for other rules; see the section
Assault Range: A unit of Infantry or Cavalry is in Ifsing Figures Based for Other Rule Sets.
assault range if any part of a front edge or front córner The base width for different figure scales is:
can contact enemy within its normal move distance.
Attachment: An attachment is used to indicate that • 2o-28mm: 6omm
a unit has an additional level of combar or íiring ability. • u-i8mm: 4omm
i or 2 bases of a unit may be replaced with one of the • 5-iomm: jomm
following 4 attachment types: Skirmishers, Artillery,
Cavalry or Officer (Brigade Commander). Artillery Brigade Group: A group of 2 or more units
'-.
French Hussars
moving together under the command and joined by command. Both Brigade and División Commanders
their División Commander. The number of units able each have a 'free' Command Point to be used
to do so is equal to the commander's skill level +i. only for a test taken by the unit or Brigade Group
Cavalry: Covers all types of mounted troops he is leading.
including Dragoons, Hussars, and Cuirassier etc. Complex Move Test (CMT): A test taken to see
An attachment of Artillery does not affect the unit if a unit or Brigade Group can make a complex move
type. There are i basic types of Cavalry - Heavy as defined in the Complex Moves Table. See the
and Light. All other types, such as Lancers will fall Complex Move Test section of the General Rules.
into i of these 2 basic types. Some of the heavy Cover: The following terrain is considered to
Cavalry may also be Shock. provide cover to bases entirely within them:
Cióse Range: The range at which Infantry Plantation, Woods, Vineyards, the edges of Enclosed
musketry fire by formed units is assumed to occur. Fields, and Buildings. Special rules for Historical
For all firing this is <= iMU. games and Scenarios may allow other terrain types to
Combat: A general term for fighting between units be used which could provide cover.
in contact with each other, at least one of which i Dice per x: 'Lose i dice per x' = Lose i dice
must be in contact with its front edge or front córner. per full x dice. That is, round dice up.
Once such a combat has been joined, units are Deep Formation: A large unit of either Infantry
deemed to be in cióse combat until one side breaks or Cavalry placed 2 bases wide and 3 bases deep.
off or is destroyed. It fíres and fights as a small unit, but will still count
Cohesión Test (CT): A test taken to see if adverse as a large unit for reducing the number of hits on it
events cause a unit to lose it's cohesión. Possible by i. A large unit in deep formation also provides
cohesión states are: Steady, Disordered, Wavering rear support for itself.
and Broken. See the Moróle and Recovery Mechanism Defended Obstacle: A piece of terrain defined as
section. an obstacle (see Special Features) which has a non-
Column: See 'March Column'. Broken Infantry or Artillery unit either in it or with
Command range: The distance at which its front edge in contact with it. It does not count as
commanders can influence troops. It is the range at 'defended' if there is an enemy unit capable of
which he can control Brigade Groups, permit units assaulting the defenders in the flank or rear during
under his command to perform complex moves and the next enemy Assault Phase.
affect Cohesión Tests. Corps Commanders and Defended Building: Can only be defended by
Infantry units. These must be placed facing outwards
Corps División around the edge of the terrain piece (see Special
Commander Commander Features / Buildings'].
Normal 20MU 8MU Defensive Position: Behind or in a Buildings or a
Leading a unit loMU 4MU Defended Obstacle, or if uphill of all enemy units a
Lcading a unit in combat oMU oMU
charge from any enemy would be at a disadvantage
in combat for being 'enemy downhill'.
División Commanders have difFerent ranges as follows: Élan: A measure of the quality of units. These
A Brigade Commander can only control his own are: Superior, Average and Poor. For combat and
unit. He therefore has an effective Command Range Cohesión Tests some of the dice may be re-rolled for
of oMU Superior and Poor troops.
Command point: One Command Point is Élan Re-rolls: The mechanism by which the
expended by a División Commander for every effect of troop quality is represented. Re-rolls in
Complex Move Test taken by a unit under his combat and for Cohesión Tests are as follows:

105
• Superior Guard: may re-roll is Si 2¡ CMT. A Commander is always considered to be
• Superior units: may re-roll is leading the unit he is in contact with.
• Guard: may re-roll is Line of Command: All troops in a single división
• Poor troops: MUST re-roll 6s have as their line of command their own División
Commander and their Corps Commander. For larger
Extended Une: See Single Rank. battles there may also be an Army Commander in
Evade: A retire move used by Skirmishers to their line of command.
avoid being assaulted by the enemy. See the Line of Communications (LOQ: A base placed on
General Movement Rules section. the table that represents the point on the table where
Field Fortifications: Earthworks, small redoubts or an army receives its supply. If an army's LOC is
other obstacles used to improve a defensive position. occupied by the enemy, all the units ¡n that army
See the Special Features section. will add i to the dice rolled for Cohesión Tests.
File: A single front rank base and all the bases of Long Range: The range at which Artillery is
the same unit lined up behind it. assumed to be firing round shot, shell, etc. For all
Flank March: A ílank march may be attempted by firing this is >6MU and <=i6MU.
a división in an attempt to catch the cnemy off-balance March Column: A unit of Infantry or Cavalry in
by entering from a side edge and sector. It can only a formation that is entirely i base wide.
be used by a single división of the player who gains Médium Range: The range at which Artillery fire
the initiative (see the Pre-Battle Inidative section). canister and also the range at which Skirmishers
Fresh Cavalry: Any Cavalry unit that is unSpent are assumed to opérate. For all firing the distance
and not currently in combat. is > iMU and <= 6MU.
Iníantry: Covers all types of foot troops including Mortars: These will normally only be used in
line, light, guard, marines, dismounted dragoons, etc. special scenarios and sieges, although sometimes used
There are 2 basic types of Infantry - Line and Light. by Ottoman armies and others in the field. They
All other types will fall into i of these 2 basic types. would most often be deployed in or behind fieldworks.
Depending on the nationality and date, they will also Movement Units (MU): All distances are specified
be either 'reformed' or 'unreformed'. in Movement Units (MU). An MU varies depending
Interception Range: The distance at which on the scale of figures used in the game and may
Infantry and Cavalry can intercept an enemy assault. be metric or imperial as agreed by the players
Infantry can only intercept Infantry, Cavalry can or decided by umpires or tournament organisers.
intercept any unit. The intercept distance is 2.MU for See Measurements.
Infantry and ^MU for Cavalry. Non-reíbrmed Iníantry: See Unreformed Infantry.
Irregular: Any unit of Infantry or Cavalry that is Obstacle: Any piece of terrain that gives the
considered to have had no formal training in unit a bonus in combat when placed in or behind it
battlefíeld formations and tactics. It takes CMTs with (see Special Features}. These would include:
only i dice, and re-roll 6s when firing. Irregular light
Cavalry are always treated as Skirmishers. • Buildings
Howitzers: A relatively short cannon that delivers • Walls
shells at a médium muzzle velocity, usually by a high • Thick hedges
trajectory. They can only be used as attachments to • River banks
other Artillery units. • Field fortifications
Leading: A commander leading a unit improves • Any other piece of terrain as defined by the
the unit's re-roll by one when the unit is in combat. umpire/game organiser, or if agreed by both
He also provides a 'free' CP when the unit takes a players before the game starts.
106
Occupied: Applies to buildings and to LOCs. range and enemy cavalry are within <SMU.
See Line of Communications for detailed rules for Rockets: Rockets are available to British troops
when this is occupied. only as attachments to another Artillery unit.
See Speciat Features/Buíldtngs for rules on when They can only fire at long range
these are considered occupied. Sector (of the table): A table is split into 6 equal
Open Terrain: The whole battlefield which is not sectors, 3 in each players half of the table. Each half
covered by terrain is considered to be 'open'. A gentle of the table has 2 flank sectors (right and left) and a
hill is also considered to be 'open' if there is no other single centre sector. Sectors are used for terrain
terrain superimposed on it. placement and also for defining the arrival position of
Points of Advantage (POA): POA are combat a flank march or a reserve forcé.
advantages arising from troop type, combat capabilities Self-supported: A large unit of either Infantry or
and situational factors. Troops often have diíferent POA Cavalry formed up 2 bases wide and 3 bases deep
in the different phases: Assault Phase, Firing Phase and provides rear support for itself, even if Wavermg or in
Combat Phase. For more details see the Combat contact with enemy. A unit in self-supported formation
Mechanism and the Firing Mechanism sections. is also considered to be in Tactical formation.
Rear Support: A unit can claim rear support if Shock Cavalry: Any Cavalry defined in the army
it has a unit of Steady or Disordered friendly non- lists as 'sfiock'. These will normally be the largest and
Skirmishers to its rear. A large unit can claim rear heaviest men and horses. Examples are: Cuirassiers,
support for itself if it is placed in 'deep' formation. Mounted Grenadiers, Carabiniers, etc.
See the Combat Mechanism. section for details. Single Rank: Cavalry and Infantry are considered
Reformad Iníantiy: Reformed Infantry regiments to be in 'single rank' for the purpose of evading or
are mostly assumed to have introduced light infantry being shot at if their unit is entirely in a single rank
companies into their battalion formations and to have of bases. This represents a formation in which the
stopped using the line as their normal formation individual squadrons or battalions within the unit are
during a battle. They move faster in Tactical formed into sepárate lines 2 or 3 ranks deep, mostly
formation, but slower in line formation than positioned adjacent to each other, but may also be
unreformed infantry. Because they have light deployed in echelon. The physical depth of the base
companies integral to their formation they receive represents enough distance on the table for this to be
more dice when fíring at médium range. possible. Note that two units each i base deep but
Refbrming: Infantry may change their facing to behind each other still count as i base deep for the
any direction with turning or wheeling as long as purpose of evading or being shot at.
they end their formation change no nearer the enemy, Skirmishers:
and with their centre point as cióse as possible to its All of the following are considered to be
starting position. This takes a full single move. Skirmishers:
Regular: Any unit defmed as Conscript, Drilled
or Veteran. • Units of Infantry entirely in Skirmish
Reserves: A reserve is a división that is left formation.
off-table to the rear of the army and is attempting to • All units of Irregular light Cavalry
enter from a specified sector of the active player's • Units of Regular light Cavalry deployed in
base edge of the table. single rank (Extended Line).
Rifles: A unit of Infantry equipped with rifles, or
with a rifle attachment has a better chance of causing Soft Ground: Before the game start any área of
a casualty on a general. Additionally it only loses the table may be marked and defined as Soft
i dice instead of the normal 2 if firing at médium Ground. This would often be used in a scenario
or histórica! game when there is, or has been, Large: Each must be so sized and shaped that all of
a period of heavy rain, or if an área is naturally the following apply:
boggy. This option is not used in points-
based games. • A 4 x 6 MU rectangle can be fitted entirely
Square: A defensive formation used by I nfantry within its footprint.
when threatened by enemy Cavalry. It is depicted by • Its footprint cannot be entirely fitted within a
placing the Infantry unit in Táctica! formation with 12 MU diameter circle.
the rear rank facing backwards. A Square has no • Its entire footprint can be fitted within a 16
ílank. It has advantages if assaulted by Cavalry and MU diameter circle.
disadvantages when fired upon or if assaulted by
Infantry. Unreformed Infantry: Unreformed regiments are
Steady: Any unit that is has no cohesión loss mostly assumed to still use the line as their normal
markers. A unit can still be Steady if it is Spent, formation during a battle. They have no integral
or is in rough or diffícult terrain. light ¿nfantry companies and because of this they do
Support Área: The área in which a unit can not receive any firing dice at médium (Skirmisher)
supply supporting dice to aid the firing of an adjacent range.
unit. See the Firing Mechanism. Uphill: Unless a hill has clearly defined peaks or
Supporting unit: ridge crests, it is considered to have a single peak at
A Unit can only provide support for another unit the most central point of the terrain piece. A single
if it is: base is uphill if it is has at least 3 of its corners on
a hill and the nearest peak or point on a ridge crest
• Non-Skirmisking Infantry - if the unit to be is behind a straight line extending its front edge. If
supported is Infantry or Artillery. bases of both players have their front edge touching
• Cavalry - if the unit to be supported is Cavalry. a peak or ridge crest, or if both would count uphill
• Steady or Disordered, using the above definition, then neither counts as
• Average or Superior if the supported unit is uphill. A unit is considered to be uphill if all of its
Superior or Guard. bases in contact are uphill of all enemy bases in
contact. It counts as partially uphill if at least one,
Táctica! Formation: A formation of Infantry or but not all, its bases count as uphill and nono of the
Cavalry, 2 or 3 bases wide and 2 or 3 bases enemy bases count as uphill.
deep with all bases facing in the same direction. "Wheel: A move, or partial move, in which
A unit of Artillery is also considered to be in one córner of the moving unit remains stationary.
Táctica! formation when unlimbered unless it is This córner will be a front córner if the wheel
currently abandoned. is forwards and a rear córner if the wheel is
Terrain Sizes: backwards.
Small: Each must be so sized and shaped that both With: A Commander is with a unit if he
of the following apply: is in edge contact with it. He can only be
with one unit at a time, and this must
• A 4 x 6 MU rectangle can be fitted entirely be defined by the player if it is not
within its footprint. clear. A commander that is with a unit
• Its entire footprint can be fitted within a 12 is also considered to be leading it.
MU diameter circle. "Within: At or closer than.
Bnti.sk Infantryman
H) tfighting an historiad bátele can be both fon and It may also be necessary for a single unit to represent
J. Vexciting. Many Napoleonic wargamers enjoying a combination of under strength formations which are
the challenge of testing themselves against their differently armed. For example, 2 small light Cavalry
historical counterparts, and these rules have been regiments may be combined into a single unit of half
designed to allow this to happen. Uhlans and half Hussars (2 bases of each). The units
The usual rules for the creation of Divisions will of created can then be placed into their Divisional and
course be discarded, with the actual Orders of Battle Corps commands to match the historical formations.
(OOB) being used to créate an historical organisation When converting historical orders of battle for use
for the army. When converting an historical OOB with these rules players should try to maintain a ratio
to tabletop Field of Glory Napoleonic units it is of not less than 3 units for each División Commander.
recommended that players start at the brigade level. As A higher ratio is acceptable, but if the ratio is less
a rule of thumb when converting historical infantry than this players should consider combining 2 small
brigades into units, use the following table: divisions into i larger command, and attaching a
Brigade Commander to one of the units to compénsate.
1,2.00-1,000 men i small unit
1,000-3,000 men i large unit
Large and Grand Batteries of Artillery can be
3,000-4,000 men 2 small units created by combining múltiple units under the
4,000-5,000 men i small + i large unit command of their own División Commander.
5,000 or more 2 large units or 3 small units Normally these would only be used by the main
combatants of Austria, France and Russia. But if
When converting historical cavalry brigades into historical OOBs indícate otherwise, players should
units, use the following table: feel free to organise them as they wish.
Command and Control is used in much the same
500-800 men i small unit
i large unit
way as in a corps level game except that there will
800-1,200 men
1,200-1,500 men 2 small units be the addition of a higher level Army Commander.
1,500—1,800 men i small + i large unit An Army Commander is treated in the same way as a
1,800 or more 2 large units or 3 small units Corp Commander, except that he may never join or
lead a unit. He suffers the same penalties as does a
When converting historical artillery brigades into Corps Commander if he moves. »
units, use the following table: He will still be defíned as il
Competent, Skilled and Exceptional
12-19 S11115 i small unit
with Command Points of i, 2. and 3
10-30 guns i large unit
respectively. However his Command 5 ^
Range will be double that of a Corps •>
If precise conversions are required, players should Commander (4oMU). At the start of
use a figure scale of 1:55 for Infantry and Cavalry the Command Point Allocation Phase
and 1:8 for Artillery. he will be allowed to distribute his
In most cases a single unit will be equivalent to a Command Points to his subordínate
single regiment of infantry or several grouped Corps Commanders, after which the Corps
battalions. With many historical Orders of Battle it Commanders can redistribute them to
may be required to split a very large regiment into their División Commanders as normal.
2 or more units, or to combine 2 or more small The Army Commander cannot be killed or
regiments to make a single unit. Of course there are otherwise become a casualty.
the armies who do not use regiments (or the battalions i
of a regiment do not fíght together in the field). Frencfz standard bearer t
tu O
&C

en oo


ome other rules sets use the same bases as those To make it easier to use these rules with those figures
Í suggestedfor these rules, but most do not. we provide the following options:
INFANTRY BASES
Some Infantry bases can be combined to créate 8 figure with Cavalry and Artillery being treated in the
bases compatible with these rules. For example: i bases same manner. If non-standard bases as used in
of 4 figures, each 4 wide and i deep, or each 2 wide this way it should be remembered that the
and ideep, can easily be paired together to make a measuring unit 'i base width' will not change.
single base 4 wide and 2 deep. (It will remain <5omm/4omm/3omm). Using this
Where compatible 8 figure bases cannot be created method of forming units, it is possible to play a game
we can instead créate compatible units. These can be with figures based differently on each side, or even
created by combining múltiple bases to form a unit in the same army.
which is as cióse as possible to the size of standard One additional rule will be required if different
units. For example, 3 and 6 figure bases can be sized bases are being used in the same game.
combined to form a unit whose tactical unit is 3 bases This rule is as follows:
(9 figures) wide and 2 bases (4 figures) deep.
In each case the área occupied by the 'unit' is as • No player may gain an advantage purely
cióse as possible to the área occupied by an because his figures are based differently to the
equivalen! sized unit or standard base sizes. It should rules standard.
be possible to créate units of approximately the
correct size by combining most bases in this way, All other rules apply as normal.
hls sección explains the raciónale behind the Rifles. Regiments in many continental armies did
T differcnt terms used and outlines the design opérate and manoeuvre together as a Tactical
concepts and approaches that we have adopted. formation on the battlefield. In the earlier part of
Each member of the Field of Glory Napoleonic the period in the French army these were called
design team has a keen interest in the history of the Demi-brigades. Later and in other armies 'regiments'
Napoleonic wars and between them have amassed over or plain 'brigades' were used and in turn grouped
8o years of wargaming experience. In this rulebook, into Divisions.
you take the role of an Army or Corps Commander But the terminology used varied between nations
and his sénior generáis, giving the rules a 'from the as did their organisational practices. A Prussian
top down' style and fccl. Historical accounts describe brigade of 1813-1815 was more like an all arms división
battles as a series of events and phases, rather than in other armies and the Prussian army of 1806—1807
solely an account of constant action. With Field of and the Austrian army sometimes referred to and used
Glory Napoleonic, we have also tried to reílect this ebb 'columns' meaning a group of units,
and ílow of events on the battlefield. again of all arms, under a single
Napoleonic armies of this era had a common general officer.
theme, whatever their organisation at the macro level. One of Napoleon's most signifícant
Each had an overall commander and a few sénior contributions to army organisation
commanders who would take control of a corps, was the creation of the 'Corps
a división, brigade, or a sometimes just a group of d'Armée'. This was a field forcé
regiments with orders to fulfil a particular function. of all arms, typically 25,000 men.
Subordínate to these was another layer of commanders It was able to hold its own in an
who controlled the various Tactical 'formations' encounter battle with a largor
which generally consisted of a number of infantry enemy forcé until other Corps
'battalions' or cavalry 'squadrons' grouped together. d'Armée could march to the sound
These 'formations' would often be formed from a of the guns, or under the direction of
single regiment (comprising between i and 5 battalions, the Emperor, and join in the battle.
or between 4 and 10 squadrons and j. or more batteries
of artillery). For example, the Coldstream Guards had
several battalions in its organisation as did the 95th Polish Volcigeur
WHY REGIMENTS AND NOT
BATTALIONS OR BRIGADES?
Fixing the Infantry units and their sizing is the of fun in their own right. Brigade level games may
essential primary element of this period and around also be much less satisfying visually and aesthetically
that the other arms Cavalry and Artillery must flow. for those who like to see masses of figures and variety
Many existing and traditional rule sets use battalions of uniforms and types, which we do.
and brigades. The first can lead to very detailed games We have opted for the regiment of several battalions
which can be an impediment to big battles (if every or 'demi-brigade', not just as a compromise for game
battalion is to be represented) and make it hard to get design reasons and 'the look and feel' but because there
to reasonably quick outcomes, although they are a lot is also a good histórica! foundation for that approach.
114
Melee in Fuentes de Oñoro, by Patrice Cource/le © Osprey PuUisking Ltd.
Taken from Campaign 99: Fuentes de Oñoro 1811

In many published orders of battle available today other duties, e.g. as garrisons The commanding officcrs
for the era you will find frequent references to a of the battalions (sometimes majors, sometimes
particular Infantry regiment being present such '73rd colonels) would work together under the sénior
Regt du Ligne (3)' and the number in brackets shows battalion commander.
how many battalions of that regiment were in that In the 17905 the French revolutionary forces
higher level formation. The French could have as created 'demi-brigades' of three battalions often with
many as 6 battalions in a regiment - though seldom one ex-royalist regular battalion in white uniforms
all of them present together. This is truc in all the ('les blancs') and two of volunteers or Conscri.pt levies
major combatants - except for the British. in blue ('les bleus'). In the Grande Armée Napoleón
In those armies where this was standard practico decided to award eagles only to the first battalion of
the component battalions would march, train a regiment, the rest having coloured flags and not
and manoeuvre together and would tricolours. This was the norm in fact.
not usually be It also applies to some of the foreign infantry
split apart on formations attached to the armies, all of whose
the battlefield constituent battalions would usually opérate together.
though individual battalions Examples are the Vístula Legión, the Portuguese Legión
might be detached beforehand for and the King's Germán Legión. It also includes small
contingents like the Brunswick and Nassau elements in
Austrian Wellington's 1815 army, and Lützow's Freikorps.

115
An infantiy brigade as defined by the major you to win. Our companion army list books contain
combatants is therefore too broad a spectrum. British historical overviews and accurately researched
brigades were small - about the size of continental information on the organisation of the armies of the
regiments. For example, there were 2. battalions in each period, ensuring that your battles will be able to have
of the British Guards brigades at Waterloo. But a realistic and historical feel.
Prussian ones from 1813 were divisions in size with up Although some armies did not take part in the
to 9 battalions and attached artillery and cavalry. campaigns covered by the period of the army lists,
Using the regiment as the building block is we have included lists for some of the armies, so that
therefore a very flexible way of enabling historical you may use them in 'what if' scenarios and for
orders of battle to be represented in a reasonably campaign battles. Field ofGlory Napoleonic will allow
consistent manner. you to use any of the forces on the tabletop, using a
In a standard game of Field of Glory Napoleonic points system, allowing each army to be scaled up or
you will take command of an army which consists of down whilst retaining an individual mix and balance
approximately 12-18 units led by the Corps of troops to créate 'what if' encounters.
Commander and his División Commanders. This We started with a blank sheet of paper and looked
approximates to a Corps. The game has been designed at a wide range of possible mechanisms. Some concepts
to ensure that, just as in reality, the commanders are entirely new. Others may look familiar at fírst
(you) are fully occupied with decisión making from glance, but interact with the rest of the rules in
the outset. Your key objective is to outmanoeuvre a completely new way, giving Field of Glory
the enemy army and concéntrate your forces at Napoleonic a style all its own. In Field
critical points in the battle - to demónstrate ofGlory Napoleonic our most important
your mastery of what is sometimes referred objective is to make the game fun
to as 'Grand Tactics'. This will then to play whilst retaining a strong
destroy the enemy's will to fight, deal a historical feel. So whether you fancy
devastating blow to the morale of their being Napoleón, Wellington or the
commanders (your opponent) and allow Archduke Charles, it's entirely up to you.
Ponuguese Cacadores Officer
THE ANGLO-PORTUGUESE
ARMY OF 1810-1811
This is the army that Wellington and Beresford that include at least an equal number of British
forged and trained. It had made successful forays infantry units. A large unit of Portuguese
into Spain but was still without a decisivo victory. infantry must include an attached officer.
The period was one of great contestability between • Portuguese artillery may only be used in a división
the Allied and French armies in Spain with the allies which contains at least one Portuguese unit.
still not having it all their own way. Wellington's • A single British Light División may be used.
battles tended to still be on the defensive. British light división infantry may only be used
The period included some of Wellington's in this división. This división may include other
victories including Busaco in Sept 1810 and the Pyrric British, Portuguese or KGL light infantry and
victory of Albuera. It also included the battle at may also include a single British une infantry
Fuentes de Onoro after which Wellington unit. It cannot include an artillery unit but may
commented 'If Boney had been there we should have include artillery attachments. Rifle units in the
been beaten'. This serves to show that the two main división may only be used in skirmish order
contending armies had not much to choose between unless occupying buildings.
them when it carne to the field of battle. • A single infantry or mixed división of Spanish
Allies may be included.
CUSTOMIZED ARMY • Attachments for the Spanish división must be
Choose an army based on the máxima and mínima in allocated to units when the army
the list below. The following special instructions is first created.
apply to this army: • Non-Spanish attachments should
be allocated to units after
• All British, Portuguese and KGL infantry move terrain has been placed but
as Unreformed, but fire as ReformeA They are before any units have been
paid for as Reíbrmed. placed on the table.
• All Spanish infantry are Unreíbrmed.
• Mixed divisions may not be used.
• Portuguese infantry units must be in divisions Portuguese Cacadore
118
ANGLO-PORTUGUESE ARMY 1810-1811 (WELLINGTON)
Territory Types: Spain & Portugal
Initiative Level i
Commanders
Command Level Quality Points per General Mínimum Máximum
Exceptional 8o
Corps Commander Skilled 5° i
Competent 3°
Exceptional 8o i
Divisional Commander Skilled 5° 2 3 4
Competent 30 3
Charismatic Commander lo O i
_ . . ¡ Special Pomts Bases Mínimum Máximum
Unit Ñame I,r00P Élan Iramme : — r , ... .
Type * Capabilmes • per base per unit bases bases
Core Iníantry
Line Veteran - 13 8 3°
British Infantry Average 4 or 6 36
Infantry Drilled - lo 8 12

Light - 16 S
British Light Infantry Average Veteran 4 or 6 4 12
Infantry Rifles 17 6
Line Superior Veteran 17 4
Kings Germán Legión (KGL) 10
Infantry Average Veteran '3 4 or 6
4 12
Light
KGL Light Infantry Average Veteran Rifles 17 4 4
Infantry
Médium Veteran 28
British íbot artillery Average 2
artillery Drilled 20
2 4
Médium
Portuguese foot artillery Average Drilled - lo o
artillerv
Core Cavalry
Heavy Shock,
British Dragoon Guards Superior Drilled 21 4 0 4
Cavalry Guard
Shock,
Heavy Average Drilled 12 8
British Dragoons Impetuous 4 4 8
Cavalry
Average Drilled - lo 4
Heavy
KGL Dragoons Average Veteran Shock 16 4 0 4
Cavalry
Light
British Hussars Superior Drilled - II 4 o 4
Cavalry
Light - 8 4 4
British Light Dragoons Average Drilled 12
Cavalry Impetuous 7 4 ot 6 8
4
KGL Hussars & Light Light
Average Veteran - 10 4 or 6 6
Dragoons Cavalry
Optional Units
Line
British Foot Guards Superior Veteran Guards 11 4 or 6 o 6
Infantry
Line
Highlanders
Infantry
Superior Veteran - 17 4 or 6 o 6

British Light División Light Rifles 22 4


Superior Veteran 4 o 8
Infantry Infantry - 21 8
Medium Veteran - 31
British Horse artillery Average 2 o i
artillery Drilled - 2-4
Line Veteran :3 4
Portuguese Infantry Average - 4 or 6 o lo
Infantry Drilled 10 8
Light
Portuguese Cacadores Average Drilled Rifles J3 4 o 8
Infantry
Light
Portuguese Dragoons Average Drilled - 8 4 or 6 o 6
Cavalry

— 119
Attachments
Special Points Mínimum
Type Restrictions Máximum bases
Capabilities per base bases
Mínimum of i and máximum of - 8 i per
Skirmishers 3 per división
3 per infantry división Rifles 10 división
No more than i per división,
Officers attached to an infantry or - ii o i per división
cavalry unit.
Up to 3, plus up to i Médium 10 o 3 (+i)
Artiliery attachment of Rockets to a foot
artiliery unit. Rockets 11 o i
Cavalry None allowed
SPANISH ALLIES
Command Level Quality Points per General Mínimum Máximum
Skilled 4°
División Commander o i
Competent lo
Troop _- . . ' Special Points | Bases Mínimum Máximum
Unit Ñame Elan Trainme ; _ r. ... .
Type * Capabilities per base ! per unit bases bases
Core Troops
Line
Spanish & Walloon Guards Average Drilled Guard ii 4 or 6 o 6
Infantry
Line Average 8 4
Spanish Infantry Drilled - 4 8
Infantry Poor 6 ii
Médium
Spanish Field artiliery Poor Drilled - 16 i 0
Artiliery
-
Heavy Average lo
Spanish Dragoons Drilled - o 4 s
Cavalry 4
Poor 8 8
Attachments
Special Points Mínimum Máximum
Type Restrictions
Capabilities per base bases bases
Skirmishers Up to i allowed Rifles 10 o i
Officers None allowed u o o
Artiliery up to i allowed 10 o I
Cavalry up to i allowed if no cavalry purchased 6 o 1
THE SPANISH ARMY OF 1810-1811
The regular Spanish army of this time was generally theatre than the Spanish for most of the period.
viewed as poorly trained, badly equipped, under It did however, from to time, perform extremely
strength, and badly led. This reputation may be an well, as at Baylen, Tarnames, Alcaniz and San
exaggeration but there is some considerable truth Marcial. From the start the Spanish army numbered
behind it. Wellington held its officer Corps in very over 100,000 men and by 1812 had some 160,000 -
low esteem, although French generáis had a higher more than the Anglo Portuguese armies combined
opinión of the rank and file. It should also be noted and more than any other nation save the great
that the French had more regular soldiers in the powers of Europe.
At the start of the war, and for most of it, the beginning to creep up. The odd capable general was
regular army of Spain was of variable, often poor emerging and there was less dependence on militia
quality with mostly under-strength units especially and volunteers.
of cavalry. Field Artillery units carne in all shapes
and sizes with no standard gun types. The army CUSTOMIZED ARMY
also contained substantial numbers of militia and Choose an army based on the máxima and mínima in
foreign regiments rather like the army of Bourbon the list below. The following special instructions
France. On rare occasions during the war guerrilla apply to this army:
bands would join the regular army in field actions.
Despite several changes of governmental structure the • Infantry units are Unreformed.
organisation of the army changed little throughout. • Any number of Mixed Divisions may be used.
By 1810 the initial surge of volunteers had waned, • Attachments must be allocated to units when
some experience gained, and average quality was the army is first created.

Spanisk Gueriüas
SIL

APPENDIX ! -
ARMY LISTS
THE ARMY OF SPAIN 1810-1812
Territory Types: Spain & Portugal
Initiative Level i
Commanders
Command Level Quality Points per General Mínimum Máximum
Skilled 5°
Corps Commanders i
Competent 3°
Exceptional 8o i i
División Commander Skilled 5° i 4
2
Competent 30 4
Troop Special Points Bases Mínimum Máximum
Unit Ñame Elan Training
Type Capabilities per base per unit bases bases
Core Infantry
Average Drilled g 4 8
Line
Regular Infántry Poor Drilled - 6 4-6 8 16 32
Infantry
Average Conscript 6 4 16
Light Veteran ¡6
Cazadores & Tiradores Average - 4 4 -±- 8
Infantry Drilled 12 8
Line
Militia Average Conscript - 6 4 4 16
Infantry
Médium
Field Artilery Average Drilled - 10 2 2
Artillery
Core Cavalry
Heavy Average Drilled 10
Heavy Dragoons 4 4
Cavalry Poor Drilled - 8
Light ii
Light Dragoons Poor Drilled - 7 4 4 8
Cavalry
Heavy
Line cavalry Average Drilled shock '3 4 4
Cavalry
Optional Units
Guard
Spanish Guaras Average Drilled Guard 12 4 O 4
Iníantry
8
Line
Grcnadiers Average Veteran - 10 4 O 8
Infantry
Light
Guerrillas Average Irregulars - 8 4 or 6 o 8
Infantry
Line
Dismounted Dragoons Poor Drilled - 6 4 o 4
Infantry
Line lo
Volunteers Average Conscript - 6 4 or 6 o
Infantry
Light
Hussars & Cazadores Poor Drilled - 6 4 0 4
Cavalry
4
Light
Lancers Poor Drilled Lance 8 4 o 4
Cavalry
Horse Z
4 pdr Horse Artillery Average Drilled - M ^ o
Artillery
Attachments
Points Mínimum Máximum
Type Restrictions
per base bases bases
Up to i skirmisher attachment may be purchased for i per 3 regular
Skirmishers 8 o
each 3 regular infantry units. units
Officers No more tlian i 12 o i
Up to i médium attachment in a división with no
Artillery 10 Ü i per división
artillery unit
i per infantry
Cavalry Up to i allowed per infantry división 6 o
división
FRENCH INFANTRY CORPS D'ARMÉE 1812
The French Corps d'Armée in Russia, however well example Swiss, Portuguese and Croatians
equipped and organised, was by now substantively - which were part of the established
leavened by conscription, with time and the impact French national army rather than
of the war in Spain drawing off veteran officers, national contingents from other nations.
NCOs, and men as well as material. Despite the We have included in this list the
death toll of leaders in 1809, it still contained many option of fielding one or more allied
outstanding commanders at Divisional level, for divisions under the command of a
example Generáis Friant, Gudin and Morand. Perhaps French Corps Commander. Not
the best run and led Corps was Davout's First Corps included in this list is the Imperial
which had 60,000 men at the start of 1812. Organised Guard, which by this period was
into 5 Divisions it was larger than many armies in virtually an army all on its own.
the earlier years of the wars. French Corps d'Armée >••
often contained many non French regiments - for French Voltigeur
CUSTOMIZED ARMY They may also be used in a cavalry división
Choose an army based on the máxima and mínima in under a French commander if at least half the
trie list below. The following special instructions cavalry units in it are French.
apply to this army: • The minima for allied troops are ignored if no
allied troops are used. If allied troops are used
• Infantry units are Reíbrmed. the number of bases used count towards the
• At least one French infantry división must be minima for French troops in the main list.
used. • Any French foot artillery unit may have an
• Up to 2 mixed divisions may be used. Only attachment of either howitzers or heavy
i of these may be French. Mixed divisions may artillery, up to a máximum i of each.
only contain core cavalry units, up to a • French artillery units may have an officer
máximum of 2. attachment.
• Infantry from the Allied Contingents list may • Attachments must be allocated as follows:
not be used in divisions containing any French, • Attachments must be allocated to units in
but may be combined in infantry or mixed non-French allied divisions when the army
divisions with other allied contingents. Their is first created.
commander will be classified as allied. • Attachments are allocated to French divisions
• Cavalry from the Allied Contingents list may when purchased, but only allocated to units
be used in their own mixed or cavalry división after terrain placement and immediately
with an appropriate allied commander. before deployment.

123
FRENCH INFANTRY CORPS D'ARMEE i8u
Territory Types: Central Europe, Eastern Europe
Initiative: 3
Commanders
Command Level Quality Points per General Mínimum j Máximum
Exceptional 8o
Corps Commanders Skilled 5° i
Competent 30
Exceptional 8o 2
Divisional Commander Skilled 5° 2 2 4
Competent 30 3
Charismatic Commander + 10 O
Troop Points Bases i Mínimum Máximum
Unit Ñame Elan Trainine i _ , ... .
Type * i Capabihties per base per unit bases bases
Core Iníántiry
Veteran 13 4 12
Line 10
French Line Infantry Average Drilled - 10 18 5°
Infantry 4 or 6
Conscript 7 8 3°
Light Veteran 16 4 8
French Light Infantry Average - 4 12
Infantry Drilled 12 4 or 6 12
Médium Veteran 28
6 or 8 pdr Field Artillery Average - 2 or 3 4 6
artillery Drilled 2O
7
Heavy Veteran 31 2
12 pdr Field Artillery Average o 3
artillery Drilled ¿4 2 or 3
Core Cavalry
Light Superior n 4
Hussars Drilled - 4 8
Cavalry Average 8 4 or 6
16
Light Superior n 4
Chasseurs a Cheval Drilled - 4 i4
Cavalry Average 8 4 or 6
Horse Veteran 31
6 pdr Horse Artillery Average - 2 o 2
Artillery Drilled 24
Optional Units
Line Superior Drilled 14
Swiss Line Infantry - 4 o 8
Infantry Average Veteran '3
Line 16
Croatian Line Infantry Average Drilled - 10 4 o 8
Infantry
Line
Portuguese Legión Average Drilled - 10 4 or 6 o 8
Infantry
Heavy Veteran 16 4
Cuirassiers Average Shock o 8
Cavalry Drilled '3 4 or 6
12
Heavy Veteran '3 4
Dragoons Average - o 8
Cavalry Drilled 10 4 or 6
Light
Polish Uhlans Average Veteran Lances 12 4 o 4
Cavalry
Attachments
Special Points Mínimum Máximum
Type Restrictions
Capabilities per base bases bases
i per
Skirmishers Up to i per división for French units only 8 o
división
i per
Officers Up to i per división 12 0
división
Médium 10 o
i per
Artillery Up to i per división for French units only Heavy 12 0
división
Howitzer 12 o
i per
Cavalry Up to i per non-mixed división for French units only. 6 o
división
— 124
ALLIED CONTINGENTS
Commanders
Command Level Quality Points per General Mínimum Máximum
Skilled 4° i
Divisional Commander i
Competent 20

Troop Special Points Bases Minimum Máximum


Unit Ñame Elan 1 Training
Type Capabilities per base per unit bases bases
Core Iníantry
Line Drilled lo
Berg Infantry Average - 4 8
Infantry Conscript 8
Line
Badén Line Infantry Average Drilled - 10 4 or 6 8
Infantry
Guard
Hessian Guard infántry Average veteran Guard 17 4 4
Infantry
Line
Saxon Infantry Average Conscript - 8 4 12 8 30
Infantry
Line Superior 1-4 4
Polish Infantry Drilled - 8
Infantry Average 10 4 or 6
Line
Neapolitan Infantry Poor Conscript - 4 4 or 6 12
Infantry
Line
Rhienbund Infantry Average Conscript - 6 4 or 6 12
Infantry
Allied 6 or 8 pdr Field Médium
Average Drilled - 20 z or 3 0 4
Artillery Artillery
Core Cavalry
Light
Neapolitan Velites a Cheval Poor Drilled - 7 4 4
Cavalry
Light
Neapolitan Cardes d'Honneur Poor Drilled Guards ii 4 4
Cavalry
Light
Badén Hussars Superior Veteran - >3 4 8 4
Cavalry
Light
Hessian& Saxon Cheveauleger Superior Veteran - >3 4 or 6 6
Cavalry
Light
Lancers de Berg Superior Veteran Lances i? 4 4
Cavalry
Attachments
Points Minimum Máximum
Type Restrictions
per base bases bases
Skirmishers 8 o i per división
Officers No more than i of each per división 12 o i per división
Artillery 10 o i per división
Cavalry None allowed

THE RUSSIAN ARMY OF 1812

The composition of the Russian army by 1812 The Russian Guard, which by now was as
was flexible but based around a core mix of line substantial as the French, was formed into a single
musketeers and Jaegers in infantry formations always Corps at Borodino with some line units in addition
with a strong foundation of médium and heavy but could be made part of other Corps formations at
artillery. The full range of line cavalry could be need. It had all arms of the service represented.
part of the Corps order of battle or pulled out Like the French it had a 'Young' Guard but, unlike
into reserves. the French equivalent, it was formed from élite and

115
veteran line units mainly ex-Grenadiers. The lists Artillery units may have artillery attachments
allow for these various types of formation. The or offícer attachments.
Opolochenie were poorly armed militia, often armed Attachments must all be allocated to units when
with pikes due to a lack of muskets. the army is first created.
Fieldworks must be deployed after terrain
CUSTOMIZED ARMY placement and before deployment.
Choose an army based on the máxima and minima in
the list below. The following special instructions
apply to this army:
• Russian infantry are Reformed.
• Foot guards, shock cavalry and Opolchenie may
not be in the same división as each other.
• If used, guard infantry must all be in the same
infantry división, which may only additionally
contain grenadier infantry units and one or both
guard artillery units.
• Up to i Mixed división may be used, which
may not contain any guards or cuirassiers.
• All infantry and mixed divisions MUST contain
a mínimum of 3 infantry units, and i artillery unit Russian Infantry
RUSSIAN CORPS ARMY OF THE WEST 1811
Territory Types: Eastern Europe
Initiative Level i
Commanders
Command Level Quality Points per General Mínimum Máximum
Skilled 5°
Corps Commander i
Competent 30
Skilled 5° 2
División Commander 2 3
Competent 30 3
Charismatic Commander +10 O i
Troop Special Points Bases Mínimum Máximum
Unit Ñame Elan Training
Type Capabilities per base per unit bases bases
Core Infantry
Average Drilled - lo 4 or 6 8 48
Line •J
Musketeers Average Conscript - 4 or 6
Infantry 4 20
Poor Drilled - 8 4 oí 6 6o
Line Superior Drilled - 14 4
Grenadiers O 12
Inrantry Average Veteran - '3 4 or 6
Light Average Veteran - 16 4 4
Jaegers 4 12
Infantry Average Drilled - 12 4 or 6 12
Medium Veteran - 28 2 2
6pdr Fieíd Artillery Average 2
Artillery Drilled - 2O 2 or 3 6
8
Heavy Veteran - S2- 2
12 pdr Fieíd Artillery Average 2 3
Artillery Drilled - 14 2 or 3
126
Core Cavalry
Heavy Average Veteran - '3 4
Dragoons
Cavalry Average Drilled - 10 4 or 6
Light Veteran - 10
Hussars Average 4 or 6 8 12
Cavalry Drilled 8
Irregular
Cossacks Average Irregular - 7 4 or 6
Cavalry
Horse Veteran - 31 2
6pdr Horse Artillery Average 0
Artillery Drilled - 14 2 or 3
3

Optional Units
Line Superior Drilled 18
Foot Guards Guard 4 or 6 o 12
Infantry Average Veteran 17
Médium
Guard 6 pdr Artillery Superior Drilled Guard 31 2 0 2
Artillery
Heavy
Guard 12 pdr Artillery Superior Drilled Guard 36 2 0
Artillery 1

Light
Uhlans Average Drilled - 10 4 or 6 o 6
Cavalry
Heavy Average Veteran 1(5 4
Cuirassiers Shock o S
Cavalry Average Drilled T3 4 or 6
Line
Opolchenie Poor Conscript - 4 6 o 12
Infantry

Fieldworks - - - - 10 2 or 3 o 6

Attachments
Special Points Mínimum Máximum APPEND1X i -
Type Restrictions
Capabilities per base bases bases ARMY L1STS
Skirmishers None 8 0 0

i per
Officers Up to i per división 12 0
división
Médium 10 i per
Up to i per unit in an infantry división, or i per
Artillery I infantry
3 units in a cavalry división. Heavy 12 unit

Cavalry Up to i per infantry división 6 o i per


división

THE OTTOMAN TURKISH ARMY OF


1809-1812
This list covers the various armies that fought the governors (Pashas) to supplement the regulars as and
Russians and Serbians along the Danube in "Wallacia when needed. The Pasha was expected to provide
and Bulgaria. The regular troops (Capou-Koulis) of a specified number of troops at his own expense and
the Ottomans were composed mainly of the often included feudal troops from Albania, Bosnia and
Janissaries (infantry) and the Suvarileri (cavalry), each other mercenaries to swell the ranks. The Ottoman
organised into regiments (Ortas). The Orta was the practice in battle was to fight on the tactical defensive
tactical unit and numbered about 1,000 to 3,000 men. which centred upon a strong defensive line of
In addition to the Capou-Koulis, the Ottoman army fieldworks and artillery, with heavy cavalry deployed
contained many regiments raised by the local on the flanks.
CUSTOMIZED ARMY deployed in fieldworks. They may not
Choose an army based on the máxima and mínima in be moved.
the list below. The following special instructions • At least 1/3 of the non-commander bases in the
apply to this army: army must be cavalry.
• An ottoman army may use up to i mixed
• All iníantry are Unreíbrmed. división per corps.
• Up to i mixed división may be used. It may • No allies may be used, not may the Ottomans
contain up to 3 light cavalry units. provide allies to other nations.
• Rayas, if used, must always be in skirmish order. • Attachments must be allocated to all units when
• Artillery marked as immobile* must always be the army is first created.
OTTOMAN ARMY OF 1809-1811
Territory Types: Eastern Europe, Southern Europe, Egypt & Middle East
Initiative: o
Commanders
Command Level Quality Points per General Mínimum Máximum
Skilled 5° -
Corps Commanders i
Competent 30 -
Exceptional 8o -
Divisional Commander Skilled 5° - i i 4
Competent 3° - I 4
Charismatic Commander +10 - o i
Troop Special Points Bases Mínimum Máximum
Unit Ñame Elan Training
Tvpe Capabilities \r base per unit bases bases
Core Infántry
Line Average : Drilled 8 8
infantry Superior Conscripts 9 20
Janissaries - Benluks - 4 or 6 o
Light
Average Drilled 12 8 3¿
infantry
Line Average Conscripts 6 8
Janissaries - Djemaats - 4 or 6 8
Infantry Superior Irregular 10 20
Light
Sekhans - Arnuats Conscripts 9 4 or 6 12
infantry
Average 8 20
Light
Other Sekhans Irregular 8 4 12
infantry
Line
Fellahin Poor Irregular - 5 6 6 18
infantry
Average 20 2 o 2
Médium
Foot artillery (Topijis) foot Drilled - 16 1 2 5
Poor •L
artillery I<5 6
3
Core Cavalry
Heavy Impetuous,
Suvarileri Average Drilled u 6 6 12
Cavalry Lancers
Sipahis of the Porte Drilled Lancers 10 4 or 6 o 6 ^4
Light
Average Impetuous,
Other Siphais Cavalry Irregular 8 6 8 18
Lancers
Light
Yoruks Average Irregular Impetuous 6 4 or 6 4 12
Cavalry
Light Impetuous,
Djellis Superior Irregular n 4 or 6 4 12
Cavalry Lancers
118
Optional Units
Line
Janissary Bostanci Guard
infantry
Average Drilled Guard 12 4 or 6 O 8
Line
Bektasi Dervishes Superior Irregular Impetuous 9 4 o 4
Infantry
Light
Rayas Average Veteran - 16 4 0 4
infantry
Line
Conscripts 6 4 8
infantry
Derbents Average - o
Light
Irregular 8 6 12
infantry
Silahtar Guards Average Shock, !9 6
Heavy
Drilled Lancers, 4 or 6 o
Sipahi Oglans Cavalry Superior Guard *3 4
Light Lancers, 1 10
Mamluk Guards Superior Drilled i? 4 o 4
Cavalry Guards
Other mixed guard light Light Lancers,
Average Drilled 14 4 or 6 o 6
cavalry Cavalry Guards
Heavy Impetuous,
Other Mamluks Superior Irregular »4 4 or 6 o 6
Cavalry Lancers
Heavy
Humbaraci (mortars) Superior Drilled Immobile* 26 2 o 2
artillery
Heavy
Provincial artillery Average Drilled ímmobile* >9 3 o 3
artillery
Fieldworks - - - - 10 2. or 3 o 5
Attachments
Points Mínimum Máximum
Type Restrictions
per base bases bases
Only janissaries (including Bostanci) may have
i per 2
Skirmishers attachments. These will be of Rayas, with a máximum of 8 o
Janissaries
i per 2 units.
Officers No more than i per división and a máximum of 2 12 o 2

Up to i médium artillery attachment to a non-irregular


Artillery 12 o I
iníantry unit.
Suvalleri attachment - up to 2 allowed to non-Arnaut
Cavalry 6 o 2
Sekhans

FRENCH INFANTRY CORPS D'ARMÉE 1813

After the summer armistice in 1813 the French army CUSTOMIZED ARMY
in central Europe was considerably strengthened and Choose an army based on the máxima and mínima in
reorganised from its weak position in the earlier part the list below. The íbllowing special instructions
of the year following the disaster of the Russian apply to this army:
campaign. The proportion of provisional and reserve
infantry regiments had reduced by the renewal of • Infantry units are Reformed
hostilities and many had gained battlefield experience • Any number of mixed divisions may be used.
.More French Allies began to appear - Danés, Poles, • Cavalry, if purchased, MUST be in a mixed
Saxons and the Army of Italy. Cavalry strengths were división and there may be no more than 2 cavalry
also up but there remained the issue of quality. With units in each with a máximum of 8 stands.
one exception in August 1813 no French Infantry • Cavalry attachments for infantry are only
Corps had a cavalry División, only a weak Brigade, allowed if no cavalry units are purchased.
and even that cavalry División was of brigade strength. • No attachments to cavalry units are permitted.

129
French naval artillery units and non-French No more than 2 heavy artillery bases (units or
allied units must be in their own sepárate attachments) may be used.
infantry or mixed división, which cannot Attachments must be allocated as follows:
contain other French units. Attachments must be allocated to units in non-
Artillery attachments may only be purchased if mixed divisions when the army is first created.
no more than 4 bases of artillery units have Attachments for mixed divisions must be
been purchased. Heavy artillery attachments can allocated after terrain placement and
only be added to médium artillery units. immediately before deployment.
FRENCH INFANTRY CORPS D'ARMEE AUGUST 1813
Territory Types: Central Europe
Initiative Level 2
Commanders
Command Level Quality Points per General Mínimum Máximum
Exceptional 8o
Corps Commanders Skilled 5° i
Competent 30
Exceptional 8o i
Divisional Commander Skilled 2 4
5° 3
Competent 30 2
Charismatic Commander + 10 O I
Troop Special Points Bases Mínimum Máximum
Unit Ñame Élan Training
Type Capabilities per base per unit bases bases
Core Iníantry
Veteran !3 o
Line
Frcnch Regular Line Infantry Average Drilled - 10 4 or 6 8 14
Infantry
Conscript 7 31
French Reserve and Line Average Conscript 7 16
provisional Infantry Infántry 4 14
Poor Conscript 5
Light Veteran i<5 4
French Regular Light Iníantry Average - 4 8
Infántry Drilled 11 4
4
French provisional Light Light Average Conscript 9
Infántry Infántry - 4 4
Poor Drilled 9
Médium Veteran - 28 2
6 pdr Field Artillery Average 2 4
Atillery Drilled - 20 8
8
Heavy Veteran - 31
12 pdr Field Artillery Average 2 0 2
Artillery Drilled - *4
Core Cavalry
Average 8 4
Light Drilled
French Chasseurs a Cheval Poor - 7 6
Cavalry 4 or 6
Average Conscript 6 4
Light
French Hussars Average Drilled - 8 4 4
Cavalry
Optional Troops
French Naval Artillery and Line
Average Drilled - 10 4 o 16
Marine Infántry Infantrv
Line
Irish Legión Poor Conscript 5 4 o
Infantry
Line Veteran '3
Badén Infantry Average - 4 0
Infantry Drilled 10
4
Croatian & Dalmatian Line Veteran >3
Average 4 o
Intkntry Infantry Drilled lo
130 —
Guard
Hesse Darsmtadt Lieb Garde Average Drilled Guard '4 4 0 4
Infantry
8
Hesse Darsmtadt Line Line
Average Drilled - 10 4 O 8
Infantry Iníantry
Line
Saxon Infantry
Infantry
Poor Drilled - 8 4 0 í
Heavy Average 10 4 4
French Dragoons Drilled - O 8
Cavalry Poor 8 4 or 6 8
Light
Badén Light Dragoons Average Drilled - 8 4 0 4
Cavalry
Attachments
Special Points Mínimum Máximum
Type Restrictions
Capabilities per base ¿ases bases
Up to i skirmisher attachment may be (i per 3)
Skirmisher 8 i o
purchased for each 3 line infantry units. line
i per
Officers No more than i per división 1Z i 0
división
Médium 10 i o i per
Artillerv Up to i per división.
Heavy IZ i 0 división
Up to i allowed in a división with no i per
Cavalry 6 T o
cavalry unit. división

THE PRUSSIAN ARMY OF 1813

This list can be used to build a Prussian corps of late Infantry units are Reformed.
1813. By this time the army included large numbers Any number of mixed divisions may be formed.
of Landwehr units, which liad been rapidly raised Each mixed división may contain up to 2 dragoon
and equipped. They formed almost half of all or light cavalry units. More than half the units
Infantry and Cavalry units in the army. Prussian in each must be infantry.
troops in 1813-1814 were of four types: Regular, Each Infantry and Mixed división must have at
Reserve, Landwehr and Volunteers. The volunteers least one Landwehr unit.
provided many independent jaeger companies, mostly Infantry divisions must contain at least one
armed with rifles, and were attached to the Regular cavalry attachment.
and Reserve units in the field (but not usually to A single cavalry división may be included,
Landwehr units). which must contain either dragoons or
The army was organised into brigades, which cuirassiers (not both). The Cavalry división
were really mixed divisions, each with their own may contain up to 3 heavy cavalry units, plus
Infantry, Cavalry, and Artillery. Light infantry any number of light cavalry units.
called Fusíliers were assigned in single battalions into If used, guards must all be in the same mixed
the brigades and so are representad by skirmisher división, which may not contain any non-
attachments (non-rifles). guards units.
Artillery units can have attachments of médium
CUSTOMIZED ARMY artillery or howitzers.
Choose an army based on the máxima and minima Attachments must be allocated to their
in the list below. The following special instructions respective divisions when fírst purchased and to
apply to this army: units after terrain placement, but before
deployment.

131
PRUSSIAN ARMY CORPS 1813
Territory Types: Central Europe
Initiative Level 3
Commanders
Command Level Quality Points per General Mínimum Máximum
Exceptional 8o
Corps Commander Skilled 5° i
Competent 30
Exceptional 8o i
Divisional Commander Skilled 5° 3. z 4
Competent 30 3
Charismatic Commander lo 0 2
Troop ~ . . í Special Points Bases Mínimum Máximum
Unit Ñame Elan Iraimne :~ r, ... .
Type j" i Capabiüties per base per unit bases bases
Core Infentry
Line Veteran >3 o 4
Musketeers Average - 4
Infantry Drilled lo 8 12
Superior II 0 40
Line Conscript 7 4 or 6
Landwehr Average - 3°
I nfantry u
Poor 5
Médium
Average Drilled 20 i or 3 2 5
artillery
Field Artillery 5
Heavy 2
Average Drilled 14 O 2
Artillerv
Core Cavary
Heavy Average lo 4 or 6 8
Dragoons Drilled 4
cavalry Superior 14 4 4 8
Light
Hussars Average Drilled - 8 4 4 4
cavalry
Light - 6
Landwehr Cavalry Average Conscript 4 or 6 6 12
cavalry Lances 8
Horse Drilled i 2 2
Horse Artillery Average - ^4
Artillery
Optional units
Line Average 10
Reserve Infantry Drilled 4 or 6 O 10
Infantry Poor 8
Line
Guard Infantry Average Veteran Guard '7 4 O
Infantry
8
Line
Leib Infantry Average Veteran - '3 4 or 6 o
I nfantry
Light
Uhlans Average Drilled Lances 10 4 o 4
cavalry
Heavy Drilled 12
Cuirassiers Average Shock !? 4 or 6 Ü
Cavalry Veteran 10 4 14
Heavy Guard,
Guard Cuirassiers Average Veteran 17 4 or 6 0 6
Cavalrv Shock
Attachments
Special Points Mínimum Máximum
Type Restrictions
Capabilities per base bases bases
At least i per infantry or mixed división. i per
Muskets 8
Máximum of i per non-Landwehr unit. At Infantry or i per non-
Skirmishers
least half of aíl skirmisher attachments must mixed andwehr unit
Rifles 10
be riñes. división
Officers No more than i per división 12 o i per división
At least i per división. Up to 2 ¡n a división Médium 10
Artillery with no Artillery unit. i Howitzer í Per 2 per división
Howitzers 11 división
attachment to an Artillerv unit is allowed
i per 2 per
Cavalry Mínimum of i and máximum of i per Infantry División 6 ¡nfantry Infantry
división división
— 132
THE AUSTRIAN ARMY OF 1813
This list covers the Austrian army of Bohemia from CUSTOMIZED ARMY
August 1813. After the defeat of 1809 Austria had to Choose an army based on the máxima and mínima in
limit her army to 150,000 men. During 1811 it had the list below. The following special instructions
provided a Corps of 30,000 men as part of the Grande apply to this army:
Armée's invasión of Russia and fighting on the
southern flank it did not suffer the fate of the rest of • All iníantry move as Unreformed but fire as
:he army. In February 1813 Austria announced its Reformed. They are paid for as Unreformed.
neutrality, although the army was far from ready to • At least i and no more than i mixed divisions
fight. The Germán infantry regiments had been may be used.
reduced from three to two battalions with the • Jaegers and grenzers, including all skirmisher
battalions reduced to only 300 men. Cavalry regiments attachments, must all be in the same mixed
had also been reduced, from 6 squadrons to 4 for the división.
heavies and from 8 to 6 for the lights. However, even • Jaegers may not be used in Skirmisher formation.
:hese paper strengths had not been met so the army • Irregular grenzers MUST only be used in
needed to be expanded rapidly with equipment of all Skirmisher formation.
kinds being in short supply. In May 1813 the Kaiser . Either may be used as skirmisher attachments.
authorised the formation of a 120,000 strong Army of • A single unit of cuirassiers may be used in a
Bohemia and the following month the mixed división, which may additionally contain
mobilisation of 50,000 Landwehr. infkntry, artillery and a single unit of light horse.
Most of the Landwehr were to be • A single unit of Grenadiers may be attached
distributed as individual battalions from reserve to an infantry división.
among the regular divisions. . One médium artillery unit may have a single
heavy artillery attachment if no heavy artillery
unit is used.
• Attachments must be allocated as follows:
« Attachments must be allocated to units in non-
mixed divisions when the army is first created.
• Attachments for mixed divisions must be
allocated after terrain placement and
Austrian Grenzer
immediately before deployment.

133
AUSTRIAN CORPS 1813
Territory Type: Southern Europe, Central Europe
Initiative Level: i
Commanders
Command Level Quality Points per General Mínimum Máximum
Exceptional 8o
Corps Commander Skilled 5° i
Competent 30
Skilled 5° 2
División Commander 2 4
Competent 30 3
Troop Special Points Bases Mínimum Máximum
Unit Ñame Elan : Training
Type Capabilities per base per unit bases bases
Core Infantry
Line
Hungarian Infantry Average Drilled - 8 4 or 6 6 12
Infantry
48
Line Drilled 8 4 12 16
Germán ínfantry Average
Infantry Conscript 6 4 or 6 12. M
Médium
6 pdr Field Artillery Average Drilled - 20 2 or 3 3 6
Artillery
7
Heavy 2
12 pdr Field Artillery Average Drilled - 14 o 2
Artillery
Core Cavalry
Light Superior ii 6
Hussars Drilled 4 or 6
Cavalry Average 8 12
lo 16
Light
Chevauxleger Average Drilled - 8 4 or 6 12
Cavalry
Optional Units
Light
Tyrolean Jaegers Average Drilled Riñes '3 4 o 4
Infantry
8
Light Poor Drilled 6
Grenzers 4 o 4
I nfántry Average Irregular 7
Line
Germán Grenadiers Average Veteran - 10 4 or 6 0 6
infantry
Line
Landwehr and Volunteers Poor Conscripts - 4 4 or 6 o 6
¡nfántry
Heavy
Ausrrian Dragoons Average Drilled - 10 4 o
cavalry
6
Heavy
Cuirassiers Average Drilled Shock !3 4 or 6 o
Cavalry
Horse
ópdr horse artillery Average Drilled - M 2 o 2
Artillery
Attachments
Special Points Mínimum Máximum
Type Restrictions
Capabilities per base bases bases
Only in a mixed división with no light Muskets 8 i per line
Skirmishers ¡nfántry. Máximum of i per line Infantry 0
Rifles 10 infantry
unit (not grenadiers)
Officers No more than i per división 12 o i per división
No more than i per división for Infantry Médium lo o
Artillery i per división
and Artillery only. Heavy 12 o
Cavalry None allowed
— 134 —
r
THE BATTLE FOR PLANCENOIT
18 JUNE 1815
hls palr of íists rcplicates the strugglc for and break into the rear of the French positions.
T Plancenoit at Waterloo. It was a fierce Facing this attack was Lobau's small 6th Corps
encounter which lasted several hours ending with the supported by two cavalry divisions, and reinforced as
French being driven from Plancenoit and its environs. the battle progressed by the Young Guard and four
The fíghdng began late in the afternoon with Oíd Guard battalions. It is not an equal point battle
Marshal Blucher and General von Bulow launching and some máxima have been exceeded. Two Prussian
an attack, initially with two brigadas of Bulow's (IV) brigades have been treated as single división and total
Corps supported by IV Corps's reserve cavalry and forces exceed a single Corps on both sides, with each
artillery. The attack was later reinforced by the nth having elements from different Corps.
brigade of the 3rd corps and the $th brigade from
Pirch's II Corps. Their aim was to seize Plancenoit PRUSSIAN FORCES
Army Commander FM Prince Blucher Rxceptional chañsmatic
IV Corps Lt General Graf Bulow v Dennewitz Skilled Corps Commander
15* Brigade
Losthin Skitled División Commander
ix<5 bases Musketeers Line Infantry, average, veteran
1x6 bases Landwehr Line Infantry, average, conscript
1x6 bases Landwehr Line Infantry, superior, conscnpt
ixi bases npdr field artillery Heavy artillery, average, drilled
ix skirmisher attachment Rifle
ix officer attachment
i<5Ih Brigade
Hüler Competent División Commander
1x6 bases Musketeers Line Infantry, average, veteran
1x6 bases Landwehr Line Infantry , average, conscnpt
1x4 bases Landwehr Line Infantry, superior, conscnpt
1x3 bases 6 pdr field artillery Médium artilleryt poor, drilled
ix Skirmisher attachment Musket
ix Cavaíry attachment
Cavaky División
Pruessen Skdled División Commander
1x4 bases Hussars Light cavalry, average, veteran
1x6 bases Hussars Light cavalry, average, drilled,
1x4 bases Uhlans Light cavalry, average, drilled, lances
1x6 bases Landwehr cavalry Light cavalry, average, conscnpt
1x2 bases 6pdr horse artillery Horse artillery, poor, drilled
ix OfFicer attachment
Reiníbrcements
nth Brigade
von Stülpnagel Competent División Commander
1x6 bases Musketeers Line Infantry, average, veteran
136
1x6 bases Landwchr Line Infantry } average, conscript
1x4 bases Landwehr Line Infantry, superior, conscnpt
ix Skirmisher attachment Rifle
ix Cavalry attachment
5* Brigade
Tippelskirch Com.pe.tent División Commander
1x6 bases Musketeers Line Infantry superior veteran
1x6 bases Musketeers Line Infantry average drdled
1x6 bases Landwehr Line Infantry superior conscnpt
1x2 bases 6pdr field artillery Médium artillery, average, drdled
ix Officer attachment
ix Cavalry attachment

FRENCH FORCES
VI Corps (part) Gen Mouton Count De Lobau Skdled Corps Commander
Infantry División (19*)
Zimmer Competent división commander
1x4 bases line Infantry Line infantry, average veteran
1x4 bases line Infantry Line. infantry, average dritled
1x4 bases line infantry Line infantry, average dñlled
ix artillery attachment
Infantry División (ioth)
General Jeanin Competent División Commander
1x4 bases line infantry Line infantry, average dñlled
1x4 bases line infantry Line infantry, average dñlled
1x2. bases 6pdr field artillery Médium artillery, average dñlled APPENDIX i -
ix Skirmisher attachment Musket
ix Officer attachment
Cavaíry Divison (5*)
General Subervie Competent División Commander
1x4 bases chevauleger-lanciers Light cavalry, average, veteran, lances
1x4 bases chevauleger-lanciers Light cavalry, average, dñlled, lances
1x4 bases chasseurs a cheval Light cavalry, average, dñlled
ix Artillery attachment
Cavalry División (3rd)
General Domon Competent División Commander
1x6 bases chasseurs a cheval Light cavalry, average, dñlled
1x4 bases chasseurs a cheval Light cavairy, average, dñlled
ix Artillery attachment
Young Guard División
Count Dusheme Skilled División Commander
1x6 bases Tirailleurs Light infantry, average, dñlled, guard
1x6 bases Voltigeurs Light infantry, average, dñlled, guard
1x4 bases Oíd Guard Line infantry, superior, veteran, guard
ix Skirmisher attachment Musket
ix Officer attachment

137
^~¿J!_. BATTLE OF SACILE 1809
The Battle of Sacilc took place on April 16, 1809, Grenier's 3rd división was positioned in the town of
between 40,000 Austrians under the Archduke John, Sacile. Prince Eugéne organised a defence of the town
and 36,000 French and Italians under Eugéne de in preparation of a counter-attack.
Beauharnais, Viceroy of Italy. The Austrians arrived at Sacile on i<5 April,
In April 1809, Austria declared war on France. having been delayed by a string of minor actions at
Archduke John crossed the border into Italy with his Pordenone and Ospedaletto. The majority of the
army forcing the French to retreat and regroup fighting occurred in the vicinity of the newly
behind the Tagliamento River. constructed bridges over the river. Fighting lasted
However, pre-empting the threat throughout the morning until an Austrian flank
posed by the troops of movement, which menaced the French line of
Archduke John, Prince retreat, forced Eugéne to retire. The French fell
Eugéne had already back to the Piave River where both sides would
positioned his troops on meet again.
the border in Friuli and
Venetia. In particular, General AUSTRIAN FORCES
Commander in Chiefi Archduke John Competent Army Commander
VIII Corps
Marquis de Chasteler Competent Corps Commander
General of In&ntry Albert Gyulai Competent División Commander
1x6 Line infantry + officer att. Line infantry, veteran, drilled
1x6 Line infantry Line infantry, average, drilied
1x6 Line infantry + officer att. Line infantry, average, drilled
1x6 Line infantry Line infantry, average, dnll&d
1x6 Line infantry + artillery att. Line infantry, average, dnll&d
1x4 Line infantry Line infantry , average, drilied
1x2 npdr fíeld artillery Heavy andlery, average, drilied
1x2 6pdr field artillery Médium andlery, average, drilled
General of Infantry Frimont Competent División Commander
1x6 Grenzer + Jaeger att. Light infantry, average, drilled
1x6 Cheveux leger +• artillery att. Light cavairy, average, drilled
1x6 Hussars Light cavairy, superior, drilled
IX Corps
Feldmeister Ignaz Gyuíai Competent Corps Commander
Cunera! of Iníantry VoUcmann Competent División Commander
1x6 Grenzer s Light infantry, average, conscript
1x4 Hussars Light cavairy, superior, drilled
ixó Dragoons Heavy cavairy, average, veteran
General of Infantiy Besanez, Skilled División Commander
1x6 Line infantry + artillery att. Line infantry, average, veteran
1x6 Line infantry Line infantry , average, dnll&d
1x6 Line infantry + artillery att. Line infantry , average, drilled
1x6 Line infantry Line infantry, average, drilled
General of Cavalry Reichenberg Competent División Commander
1x6 Hussars -t- artillery att. Light cavairy, superior, drilled
— ,38 —
~ ...;:_- Light cavalry, superior, driiled
jarrera ~ artillery att. Light infantry, average, conscript
General of Iníantry Hager Competent División Commander
- _-r-;-r.idiers Line infantry, average, veteran
_ _-:rr.3.diers Line infantry, average, veteran
EE$ Dragoons + artillery att. Heavy cavalry, average, veteran

FRENCH ARMY OF ITALY


Commander In Chief: Eugene de Beauharnais Skilled ¿4rmy commander
r* División
General Serras Skilled Corps Commander
aiS French Infantry Line infantry, average, veteran
French Infantry Line infantry, average, driiled
1x6 French Infantry Line infantry, average, dnlled
1x4 Chasseur a Cheval Light cavalry, average, dnlled
B Ariillery attachment
md División
General Broussier Competent División Commander
1x6 French Infantry Line infantry, average, dnlled
1x6 French Infantry Line infantry, average, dnlled
1x6 French Infantry Line infantry, average, dnlled
1x2. 4pdr/8pdr Ficíd artillery Médium artillery, average, dnlled
ix Officer Attachment
3rd División
General Grenier Skilled División Commander
1x6 French Infantry Line infantry, average, veteran
1x6 French Infantry Line infantry, average, dnlled
1x6 French Infantry Line infantry, avera&e, dnlled
1x2 4pdr/8pdr Field artillery Médium artillery, average, driiled
4* División
General Barbou Skilled División Commander
1x6 French Infantry Light infantry, average, veteran
1x4 French Infentry Line infantry, average, dnlled
1x6 French Infantry Line infantry, average, dnlled
1x6 French Infantry Line infantry, average, dnlled
1x2 4pdr/8pdr Field artillery Médium artillery, average, dnlled
ix Officer Attachment
ist Italian División
General Severoli Competent División Commander
1x6 Italian Infantry + skirmisher att. Line infantry, average, veteran
1x4 Italian Infantry + artillery att. Line infantry, average, dnlled
1x4 ítaiian infantry + carairy att. Line infantry, average, a'riá'ea!
Light Cavalry División
General Sahuc Skilled División Commander
1x4 French Chasseur a Cheval Light cavalry, average, driiled
1x4 French Chasseur a Cheval Ltght cavalry, average, dnlled
1x4 French Chasseur a Cheval Ligfit cavalry, average, dnlled
1x4 French Hussar Light cavalry, superior, driiled
ix Artillery attachment

— 139 —
ARTWORK REFERENCES
Page 5: ~J<)th Highlanders at Waterloo, by Page 73: The battle of Somosierra, by Patrice
Graham Tumer © Osprey Publishing Ltd. Taken Courcelle © Osprey Publishing Ltd. Taken from
from Warrior 20: British Redcoat 1793-1815. Men-at-Arms 440: Napoleon's Polish Lancers of
the Imperial Guard.
Page 9: The Armée ¿u Nord, by C/insta Hook
© Osprey Publishing Ltd. Taken from Warrior Page 75: The charge of the Russian Imperial
57: French Napoleonic Infantryman 1803-15. Guard, by Christa Hook © Osprey Publishing
Ltd. Taken from Campaign 101: Austerlitz 1805.
Page 11: The first Austrian attack on the village
of Marengo, by Christa Hook © Osprey Page 81: Tlrailleurs of the Young Guard, by
Publishing Ltd. Taken from Campaign 70: Richard Hook © Osprey Publishing Ltd. Taken
Marengo 1800. from Warrior 2.2: Imperial Guardsman 1799-1815
Page 13: General Rapp at Austerlitz., by Patrice Page 90: Sjth Foot at the village of Pozo Bello,
Courcelle © Osprey Publishing Ltd. Taken from by Patrice Courcelle © Osprey Publishing Ltd.
Men-at-Arms 444: Napoleon's Mounted Taken from Campaign 99: Fuentes de Oñoro
Chasseurs of the Imperial Guard. 1811.
Page 15: The battle for Telmtz., by Christa Hook Page 91: The battle of Nazareth, by Christa
© Osprey Publishing Ltd. Taken from Campaign Hook © Osprey Publishing Ltd. Taken from
101: Austerlitz 1805. Warrior 77: French Soldier in Egypt 1798-1801.
Page 19: Skirmish in the streets of Casteggio, by Page 93: La Hay e Saint e, by Christa Hook ©
Christa Hook © Osprey Publishing Ltd. Taken Osprey Publishing Ltd. Taken from Warrior 47.'
from Campaign 70: Marengo 1800. British Rifleman 1797-1815.
Page 21: General der Kavallerie von Melas and Page 100: Portuguese artillery, by Patrice
Generalmajor Zach before the battle of Marengo, Courcelle © Osprey Publishing Ltd. Taken from
by Christa Hook © Osprey Publishing Ltd. Campaign 99: Fuentes de Oñoro 1811.
Taken from Campaign 70: Marengo 1800.
Page 102: Imperial escort duty, by Richard Hook
Page ^^•. 95th Rifles skirmishing, by Christa ©Osprey Publishing Ltd. Taken from Warrior
Hook © Osprey Publishing Ltd. Taken from 22: Imperial Guardsman 1799-1815.
Warrior 47: British Rifleman 1797-1815.
Page 103: Clash of lancers, by Patrice Courcelle
Page 2,3: The storming of Medy-bas, by Steve © Osprey Publishing Ltd. Taken from Men-at-
Noon © Osprey Publishing Ltd. Taken from Arms 433: Napoleon's Scouts of the Imperial
Warrior 62: Prussian Regular Infantryman 1808-15 Guard.
140 —
Pcge 109: Frenc/i revoiuúonary infantry, by
C-.r.sta Hook © Osprey Publishing Ltd. Taken
—:T. Warrior 63: French Revolutionary
Infantryman 1791-1802.

Pzge nú Grena.dle.rs a cheval at Eylau, by


Richard Hook © Osprey Publishing Ltd. Taken
--:T. Warrior 22: Imperial Guardsman 1799-1815

Page 113: French artiüery, by Christa Hook ©


Osprey Publishing Ltd. Taken from Campaign
101: Austerlitz 1805.

Pagí 115: Melee in Fuentes de Oñoro, by Patrice


Courcelle © Osprey Publishing Ltd. Taken from
Campaign 99: Fuentes de Oñoro 1811.

Page 117: 6f)th Foot, by Graham Tumer ©


Osprey Publishing Ltd. Taken from Warrior 20:
British Redcoat 1793-1815.

Page 123.' The retreat from Moscow, by Richard


Hook © Osprey Publishing Ltd. Taken from
Warrior 22: Imperial Guardsman 1799-1815

Page 135: Oudinofs advance at Bautzen, by


Christa Hook © Osprey Publishing Ltd. Taken
from Campaign 87: Lützen & Bautzen 1813.

— 141 —
INDEX
A Complex Moves (and CMTs)
Abandonad guns 47 Charging - see 'Assault' 46
Active player 20-22 Cohesión 68 effects of training on
Attachments 17, 71, 81, 88 effect on: CMTs 46
Artillery 48, 49, 52, 78, combat 58 effects of commanders on
combat resolution 6o CMTs 45
87
Cavalry 89 firing 50 command points & CMTs
deployment 101 movement 42 105
ofHcers 83 outcome moves 61 Counter charging 30
points cost 91 cohesión levéis n, 68 effect of the initiative 94
skirmishers 88 broken units 71
Assault & Assault Phase 20, 27 spent units 69 D
assaults not permitted 28, cohesión markers 8 Defensive fire (assault phase)
29 cohesión tests 69, 70 31
assault on a flank or rear 33 compulsory tests 30 Defending
cohesión tests during assaults élan re-rolls 71 buildings 70, 76-78
30 in recovery phase 67, 70 cover 58
defensive fire during assaults Command Points 17, 20, 25, 26 field fortifications 28, 56, 78
allocation 25 hill 70
33
troops allowed to assault 27, restored in recovery phase obstacle 28, 56, 58-60, 63,
28 67 65, 70
wheeling during assaults 29 Command ranges 25 river 79
Commanders 17 wall 8o
B allied 25-27 Deployment 14, 101
Bases 7, 82 bases 90 Área 101
Commanders 90 brigade commanders 105 attachments 101
mixed bases 56 causaiities to commanders 66, commanders 101
non standard bases 112 67 field fortifications 101
removal from spent units 69 charismatic 18 flank marches 101
Brigade groups 40 command points 17, 20, effect of initiative 94
forming brigade groups 42 25, 26 line of communication 18
Buildings 76 competent 18 zones (of deployment) 101
combat in buildings 77 complex move tests 45 Disorder (see Cohesión)
defending buildings 77 corps commanders 17 Divisions 16, 17
effect on cohesión 77 división commanders 17, 37 cavalry 17
firing to and from buildings exceptional commanders 17 infantry 17
78 movement of commanders mixed 17
occupying buildings 77 24, 40, 42 Double move 47
142 —
E in fortifications 78 cohesión markers 8
command point markers 46
Elann in buildings 77
average 6o POA 53 repositioning in recovery
Pursuers contacting 65-66 phase 26
elan re-rolls 46, 47, 6o
Flank marches 27 Morale and Recovery
elan re rolls & CMTs 71
broken units 71 Mechanism 68
poor 6o
deployment and selection of Movement and Movement
superior 6o
101 Phase 34
Evade moves 31
moving onto table 34-35 brigade groups 40
light cavalry 30
Formations 16, 84-88 broken units 64
light infantry 30
artillery 87 bursting through friends 64
retiring units 63
attachments 88 commanders 18, 25
skirmishers 30
cavalry 86 evade moves 31
commanders 90 interpenetration 40
infantry 112 measurement 7
Field íbrtifications 78
Fresh cavalry 18, 74, 106 movement allowances 35
artillery in 36
Full Action Sequence 24 movement units (MUs) 7,
cavalry attacking/entering 59
106
placement 98, 101
moving commanders 42,
points cost 92
Figures per base 7-8, 112 Game Sequence and Phases 43
(Summary) 10, n moving through friends 40
Firing io, 14, 48
Glossary of terms 102 outcome moves 61
artillery pivoting when firing
passing through 66
51 pursuit 65
defensive fire 31 I
Initiative reforming 39, 40
dice availability 48
(see pre-battle initiative) terrain effects 36
effect of attachments on
Intercept moves 31 wheeling 38
firing 48, 49, 52, 54,
Movement units 7, 106
66, 78
effect of cavalry 50
effect of cohesión 50 Light infantry 16, 30, 85, 88 N
movement 49 Number of dice to roll
extended line firing 51
Firing 56 Combat 56
mechanism for firing 49
Line of Communications Firing 49
over intervening units 52
ranges 48 (LOC) 72
re rolls 54 effect on cohesión if lost O
Flank or rear 72 Oh s tacles 8o
assaulting 28, 30, 32-33, occupying LOC 72 Outcome Moves 61
42, 58
both in contact 63 M
intercepting 32 Markers 8 Playsheets 145-148
firing at 54 ADCs as markers 8 Phases 24, 92

— 143 —
Assault 20, 27 lining up with enemy in terrain types by región 94
Combat n, 55 contact 63 visibility 94
Command Point allocation Skirmíshers (definitwn) 107 Training n
20, 24, 25 Special Capabiiities effect on cohesión tests 70
Firing 10, 48 Guard & Superior Guard 28, effect on complex move tests
Movement 22, 34 42, 46, 55, 6o, 69, 71 46, 47
Recovery n, 67 Impetuous units 28, 29, 42, reformed and unreformed
Pints system 92 44, 69 infantry 35, 36, 49, 83,
Pre-Battle Imtiative 94 Lancers (dice additions) 56 107, 108
Calculating the valué 94 Rifles 49, 50, 66, 107 Troop Types
Flank marches 101 Shock cavalry 28, 42, 56, 8o artillery 10
Pursuit 65 Spent units 69 cavalry 10, 17, 86-87
Broken units hit in pursuit assaulting 28, 44 infantry 10, 17, 83-85
attrition point losses 74, 104 Units (defínition) 16
becoming 55, 72 Turnmg (see reforming)
R efFects 69
Rallying 6j Support 108 U
Broken units 68, 71 Área (supporting fire) 33, 51, Uphill 56,108
Rear & Flank Assault 33 108
Rear &' Flank support 56, Buildings 77 V
57 conscripts 70 Victory and Defeat 74
Recoveríng cohesión of units Dice 49-51 Visibility 95-97
(see Rallying) Flank 56
Recovery phase 22, 25 Fortification 79
Recoveríng Guns 47 Rear 57, 107
O '' Weapons n
Reforming 39, 43, 107 Self-supported
Reserves and flank marches lol (deep-formation) 85, 86,
moving on to table 34, 35 105, 107
Rivers &' Streams 79 Supporting unit 51, 56-57,
bridges and fords 79 77, 108
effect on cohesión 79
T
Table Edges 65
Scales (figure, ground and time) Terrain 94
82 brigade groups and terrain 41
ShdinPo
description and types 94-97
After reforming 39 effects of terrain 36, 50, 51,
during a normal move 38, 56, 58, 76, 94
45-46 placement and d rolls 14, 98,
during a retire move 64 99, loo
during an interpenetration 40 selection 97, 98
144
PLAYSHEETS
The following pages contain playsheets to be used as a Quick Reference Guide while playing the game.
ACTION SEQUENCE
Phase A£tÍon Description
CP Allocarion CCs allocate command points to DCs Active piayer only
Declare Assaults Active piayer only - CMT if required
Assauít Declare responses Inactive piayer - CMT or Cohesión Test if required
Move chargers and adjudícate firing Active piayer resolves resuh and makes Outcome Moves immediately
Active piayer fires Inactive piayer resolves resuír and makes Outcome Moves immediateíy
Fi-s Inactive piayer fires Active piayer resolves resuh and makes Outcome Moves immediately
Check for reserves and flank marches Active piayer only - CMTs if required
Movement Move uníts Active piayer only - CMTs if required
Auto-activate reserves Inactive piayer on y
Calcúlate combat hits Both players simultaneously
.1 ::-.bi: Comba: Resolution Follow steps m 'Combat resolution' table
Cohesión Tests Both players - inactive piayer first
Move commanders & restore ADCs Both plavers - inactive piayer first
Recovery Recover cohesión Active piayer only - test as required
Prornote commanders Either Piayer

THE COHESIÓN TEST (CT)


Type Normal Lcading Unit In Combat
Command Ranges Corps 2.O 10 o Command Ranges
División 8 8 o
Test n*pe Attempted activity Score required Result if test failed
Infantry assaulted by Form Square from Extended Line 6+
Cavalry in the open & Form Square from Tactical or March Column Cohesión Loss
not in Square Stand and fire 5+
Note: Infantry not in square take an additional automatic cohesión loss if assaulted by cavalry starting from within zMU
Responding to an
Any friendly unit burst through by impetuous troops
assault
Infantry in Square assaulted by other Infantry Cohesión Loss
A Wavering unit having an assault declared on it 5+
Light Cavalry Skirmishers choosing to counter-charge non-Skirmisher cavalry Evade
Artillery choosing to stand and fire 4+ Abandon Guns
Rallying broken unit
6+
Recovering abandoned 3 cohesión losses i attempt oníy Unit Destroyed
Recovery tests
Artillery i or ^ cohesión losses
5+ No effect
Recovering cohesión losses for any unit
Whenever Broken non-Skirmishing Infantry first passes within 4MUs
Other cohesión If within 4MU of non-Skirmishing cavalry at the time they break
5+ Cohesión Loss
tests If 'burst through' by friends as part of an outcome move
"When a Commander of any type with the unit beeomes a casualty
Training leve! Veterans Driüed Irregulars Conscripts
Dice used 3 1 z i
Number of dice
Charismatic commander with unit Dees not affect artillen*
used for tests +i dice
Conscripts If in defensive position or with rear support
Troops in extended line: -i dice If not defending obstacle, or hill/slope

ABANDONED GUNS
Action forcing abandonment (of unlimbered artilíery): Cohesión losses
Voluntan* Retire to Infantry unit within iMU when charged
-i cohesión
Retiring from Infantry assault
If forced to retire by failing a test
Otherwise: Retire from cavaíry Assauít
-2 cohesión
Retire as an outcome move from combat
Additional loss if alí friends within iMU retire (once only) -i cohesión
* An abandoned artilíery unit accumulating more than 3 cohesión level losses is permanently destroyed.

CASUALTIES TO COMMANDERS:
A piayer rolls to injure a commander if he causes 3 hits in a single phase on his unit
Hits from Shooting Hits from Combat
Commander type Number of dice to roll
Rifles Muskets/ Artillen* Enemv retires any other result
Corps Commander 3
División Commander 2. 5+ 6+ 5+ 6+
Brigade Commander I

All dice rolled rnust be equal to or above the required number

j
MOVEMENT TABLE
Unit type Open Kough Difficult
Unreformed Infantry In tadtical or extended Une 4 3
In extended Line 3 i
Reformed Infantry
In ta£tical forrnation 6 4
In march column 4 4
Any Infantry 6
In skirmish formation 6
move by prolong - if any guns are heavy i
Unlimbered Artillery 2
move by prolong - with no heavy guns 2 i
Foot Artiliery 6
Limbered Artillery 4
Horse artillery lo
Heavy 8 2.
6
Cavalry Regular Light uness in single rank 4
In single rank, Irreg light or in March Column 10
8 6
Corps or Divisional Commander moving on his own
Units in Column of March Sí limbered artillery move double distance on a road if they stay outside óMUs oí all enemy units
No disordering effect Unit fires and fights as if i Cohesión level lower
Colour Coding
N/A = Not alíowed Unit fires and fights as íf 2. Cohesión levéis lower
THÍI COMPLEX MOVE TEST (CMT)
Phase AíHvity Steady/Disordered ' "Wavering
Assault through friends unless Skirmishers, Artillery or own Div.
Infantry assaulting a tar£ et also being assaulted by Cavalry
Complex
Mounted Skirmishers assaulting Steady or Disordcred non-Skirm.
Assault if Disordered or Spent & not Guard, Shock or Impetuous N/A
Any other assault declaration by a unit in command range Simple
Assault Phase Only Impetuous cavalry ordered not to assault when in assault reach
Complex
Attempt to assault when out of command range
Counter-charge if Cavalry
Simple
Make an intercept move if steady
N/A
Make an intercept move if Disordered or Spent
Complex
Continué into contact aíter receiving i or 2 hits during charge
Combar phase Disordered cavalry wishing to 'pass through' enemy infantry Complex N/A
Aótivating an oíf-table command Complex N/A
Any forwards move including a wheel with no change of formation
Movernent Phase Only Simple
Turn or wheel to face enemy within 2.MU Simple
> 2.MU from enemy Complex
A change of formation or facing while otherwise stationary
<= zMU of enemy
Complex N/A
Slide i base sideways if otherwise stationary and over 2MU from enemy
May always make a Eithcr unit is Skirmishers or Artillery Simple
Pass through friends in Simple
simple move if test is If both units of same command
any direftion Complex
failed If units are of different commands Complex
Up to fulí move in line or march End facing original rear
Move including iSodeg Complex Complex
1/2 move in any formation End facing original
turn before and/or after
Up tp ful! move if Skirmishers from or rear Simple Simple
Skirmishers moving 1/2 distance in any diredtion if outside iMU
Simple Simple
If making a double Skirmishers
Crossing obstacle or entering buildings forwards or backwards
move, the first move Non-Skirmishers Complex Complex
must be completed (and Unlimber N/A
successful) before 2.nd Move by prolong forwards or backwards
move is attempted. Artillery only Complex
Heavy Artillery Complex
Limber
Medium Artilíery Simple
ind move if over 6MU from enemy throughout Complex N/A
Type of move Score required Commander leading In command Out of command
Score required to Simple Auto Auto No CP required
passaCMT Compíex 5+ 4+ i CP required 2 CPs required
N/A Not alíowed - Unit cannot perform this action
Superior: Guards: Superior Guards: Poor:
Re rolls Re-rolls
Re-roll i's Re-roll i's Re-roll i's and 2's Re-roll 6's
A Cornplex move requires a CP unless it is the first CMT taken this phase for a unit led by a commander.
A unit must successfully complete its ist move before the CMT for a 2nd move is attempted.
A move may include a slide sideways up to i base width if > óMU from enemy or to avoid friends if closer. A stationary unit requires a CMT.
A Wavering unit may not move to within ioMU of an anemy unit, or cíoser to any enemy if already within zoMU.
FIRING
Number of Dice Used
i ~ ...- T: rir.ze: o to 2 MU Médium (skirrnishing/canister) Range: 2 to 6 MU
r«:Tvpe Small unit Large Unit Unit Type Small unit Large Unit
lifr i , mTactical Non-reformed iníantry o o
4 6
i - : E-.: L :::;; Non-reformed + sk att.
;"" '.'.'. 7T. "::.iri' 6 8 Reformed line iníantry 3 4
-; : ;i_imishers 3 4 Reformad + sk att. 4 5
:" itn^hment * +i dice Light infantry 5 6
_ _-T - ::h ::: a::. +i dice Artillery (not mortars) 6 8
T^|" • 1 1 1 ij_ unit - inf +i dice Artillery attachment (see +2 dice if firing separately
. . " " — -£ .;:::: - art +2 dice notes) +i dice otherwise
- - • ; ' . i-.i.v.rnents cannot tire at short or médium range Enemy cavalry in 6MU -i dice if rifles, -2 dice if muskets

_ ••_•::. •;;-.": Range: 6 to 16 MU Disordered Lose i dice per 3


M:mrf ,x Heaw art. 4 5 Cohesión Losses: Wavering Lose i dice per i
Médium anillery 3 4 Broken no firing
-• .-: • L::¿;:-.rnent +i dice Rain & Snow Fire at i cohesión level íower

THE TO-HIT SCORE


Tag* Range Score Points of Advantage (POA)
1- r_T¿e rank Target is in March Co umn or Square, or firers
L -_:— Jered Art. Long 6+ are behind flank or rear, or target is in deep +
t Ota saít ground formation at long range
laémry in any formation Target is in Skirrnisher formation
* Skirmishers firing at cióse range
Cióse 4+ Target in cover fired at by:
1 ~ hargmg
' fi
ferS *
Rockets, Howitzers, Mortars, Siege artillery no POA
All other firing at targets in cover -
AÜ riher targets Any 5+ Only artillery can fire at troops 'occupying' buildings
Veterans: Conscripts: Irregulars: net + POA = add i to dice score
Re-rolls
Re-roll i's Re-roll 6's Re-roll 6's net - POA = subtraól i from dice score
A sceady or disordered large unit reduces the number of hits by i before consulting the Results table.
A íxiperior regiment reduces the number of hits by i before consulting the Results table - only during a charge
* Ir :arger is charging firers and starting charge partially to firers front. The To-Hit score cannot be higher than 6+

RESULTS OF FIRING
Number of hits Result Cohesión loss
0 No effe¿t on movement
No erfecl:
I
CMT to Advance Cavalry must retire to ^MU if closer.
2 -i cohesión
3 Retire to 3MU if closer or are Wavering, otherwise may not advance. -i cohesión
4+ Retire immediately as per Outcome Moves table -2 cohesión *
* A unit can only drop i cohesión level if all fire is at médium or long range.
* A Wavering unit losing cohesión at médium or long range retires as per Outcome Table instead. (squares change to taítícal)
* A Guard unit can never drop by more than i cohesión level from firing in a single phase even at cióse range.

OUTCOME MOVES
Cohesión state
Unit type Situation
Disrupted Wavering / Evading Broken
If facing cavalry and defending obstacle or in square Halt Halt
Destroyed
Iníantry In the open and in conta¿t with cavalry
Retire Do Retire D6 +z
Otherwise Retire D6 +4
In conta¿t with enemy
Cavalry Retire Do + 2 Retire D6 +4 Retire Do +6
Otherwise
In contaít with enemy Destroyed
Limbered artillery Retire D<5
Otherwise Retire D6 +4
In contaót with enemy cavalry Destroyed
Abandoned Destroyed
In contaÓt with enemy infantry Abandoned
Unlimbered artillery
Foot Artillery Retire D6 Retire Do +2 Retire Do +4
Otherwise:
Horse Artillery Retire Do +^ Retire D6 +4 Retire D6 +6
Minimum retire distance is 3MU Any in skirmish formation and lirnbered horse artillery retire an additional 2MU
Distance is halved in difEcult terrain Infantry in square retiring more than ^MU end in Ta¿lical formation
A unit retiring >= its normal move ends íacing the dirección moved, otherwise it faces the dirección it moved from.
COMBAT
Dice Allowance
Unit type Small Unit Large Unit
Infantry or Cavalry in Tactical or Extended Line except Irregular light cavalry 6 8
All other troops or situations 4 6
DICE ADDITIONS AND LOSSES
Lancers vs Infantry and/or Artillery * (4-1) Units partially lancers or uphill get +i instead of +2
+2 (+i) dice
Enemy downhill (Unless lancers are Wavering)
Each supporting unit to flank +1 dice Unless either side is defending an obstacle
Unit has rear support See Rear Support for details
+i/-i dice
Shock Cavalry vs Infantry or light Cavalry Unless Infantry is in Square or defending an obstacle
Cavalry with artillery attachment +i dice Only against other Cavalry or Infantry in Square
Disordered Wavering Broken Infantry and artillery in rain or
Cohesión losses:
Lose i dice per 3 Lose i dice per 2 None snow fight as i cohesión level lower
THE TO-HIT SCCWE
Normal score required 4+ Modificó by the POAs below
Points of Advantage (POA)
Attacking enemy ílank or rear +/- Attacker has + POA, defender has - POA
Mounted facing lighter Cavalry Against other mounted only
Mounted fighting Artillery + Unless Artillery is defending an obstacle or in cover
Mounted fighting Infantry not in Square Unless iníantry are defending an obstacle or in cover
Mounted fighting Infantry in Square Unless Infantry are defending an obstacle (see below)
Fighting across an obstacle Both sides
Infantry facing Shock Cavalry Only in open terrain
March column, Skirmishcrs or Artillery In any terrain
Superior: Guards: Superior Guards: Poor: General leading
Re-roll i's Re-roll i's Re-roll i's and i's Re-roll -6's Improve re-roll by i
EFFECT OF COM1ÍAT HITS
Hits received O-I 2-3 4-5 6+
Cohesión losses o i 2 3
Guard only: o i I 2
* A large unit reduces the number of hits by i before consulting this table.
COMHA1n RESOLUTION
Plavers perform the foüowing steps in order
Retire Broken Units
Non-active player Retires units in contact and Broken Active player May pursue * unless Wavering.
Recoven* Active players Broken units no longer in contact because of enemy retiring are recovered to Wavering
Active player Retires units in contact and Broken Non-active player May pursue * unless Wavering
Retire Waverii^ Unas
Non-active player Retires units in contact and Wavering Active piayer May pursue * unless Wavering
Active player Retires units in contact and Wavering Non-active player May pursue * unless Wavering
Retire Disordered Units
Non-active player Retires units in contact and Disordered Active player Halt - no pursuit
Active player Retires units in contact and Disordered Non-active player Halt - no pursuit
Special rules:
Pass through Steady Cavairy MUST pass through and Disordered Cavalry MAY pass through if still incontact with Infdntry
Cavalry Cavalry become Spent and must remove a base if receiving a hit from any source - unless already Spent
* Infantry do not pursue if in square or defending obstacle. * Artillery never pursue
* Infantry may choose not to pursue if there are any unbroken enemy Cavalry regiments within óMU of their starting position
PURSUIT
A¿tíon ] Unit/distance Steady Disordered
Artillery Not allowed
Cannot pursue if defending obstacle, or in square. May alwavs occupy buildings
PURSUE Infantry Do MU
CMT to not pursue CMT to pursue
Must pursue CMT to not pursue
Cavalrv D6 +iM\J
Pass through Move to enemy rear before measuring distance moved. Otherwise retire
Superior troops MUST re-roll i's Poor troops MUST re-roll ~6's
LORY IS FLEETING, BUT OBSCURITY IS FOREVER
-NAPOLEÓN BONAPARTE
Do battle with friends and enemies alike
with Field of Glory Napoleonic^ the
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