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Valour and Fortitude Napoleonic Russian Army Sheet v1.75

Valour & Fortitude

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Wayne Pollerd
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0% found this document useful (0 votes)
48 views2 pages

Valour and Fortitude Napoleonic Russian Army Sheet v1.75

Valour & Fortitude

Uploaded by

Wayne Pollerd
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
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V&F NAPOLEONIC RUSSIAN ARMY SHEET (1809-1814), v1.

75
Use the following army sheet and special rules for Russian armies in the Napoleonic Wars from 1809 to 1814. This version of the
army sheet supersedes all earlier versions.
RUSSIAN UNIT PROFILES
INFANTRY UNITS Figures Weapon (Range) Fire Melee Tenacity Special Rules Points
Line Infantry 12-18 Musket (12") 3 3 3 Skirmishers, Square, Stoic 7
Jagers or Marines 12-18 Musket (12") 3 3 3 Light Infantry, Square, Stoic 9
Grenadiers 12-18 Musket (12") 3 4 3 Skirmishers, Square, Stoic 9
Opolchenie 12-18 Musket (12") 2 3 3 Militia, Square 4
Opolchenie (Pikes) 12-18 Pikes (na) - 3 3 Militia, Square 3
Jaeger Detachment 6-8 Musket (12") 2 2 2 Scouts 4
CAVALRY UNITS Figures Weapon (Range) Fire Melee Tenacity Special Rules Points
Hussars 9-14 Sabres - 4 3 Carbines, Scouts 12
Uhlans 9-14 Lances - 4 3 Carbines, Lances, Scouts 12
Mounted Opolchenie 9-14 Lances (na) - 3 3 Lances, Militia, Scouts 5
Mounted Jaegers 9-14 Sabres - 4 3 Scouts 11
Dragoons 9-14 Sabre (na) - 6 3 Heavy Cavalry 14
Cuirassiers 9-14 Sabre (na) - 7 3 Heavy Cavalry 16
Cossacks 5-7 Lances (na) - 3 2 Lances, Scouts, Swift 9
Cavalry Detachment 3 Sabres - 2 1 Carbines, Scouts 6
ARTILLERY UNITS Cannons Weapon (Range) Fire Melee Tenacity Special Rules Points
Field Artillery Battery 2 Cannon (48") 2 3 3 Cannister 16
Field Artillery 1 Cannon (48") 1 2 2 Cannister 10
Horse Artillery 1 Cannon (24") 1 2 2 Cannister, Horse Artillery 10
Opolchenie Artillery 1 Cannon (36") 1 1 1 Cannister, Militia 6

UNIT OPTIONS
Defensive Leaders: Brigade leaders and army generals can be Full-strength Units: Infantry units apart from detachments
rated as defensive. Subtract 1 from activation tests and add 1 can be fielded as full-strength units. Double the number of
to fortitude tests for a brigade led by a defensive leader. A figures in a full-strength unit, increase its Melee and Tenacity
defensive army general cannot be used for automatic values by 1 point each and its points cost by 3 points.
activation, but the cost of the brigades in the general’s army Guard Units: Units apart from militia and detachments can be
are reduced by 2 points each. given the Guard special rule at an additional cost of 6 points.
Heavy Artillery: Field artillery can be heavy artillery. Increase
the range of heavy artillery by 6", add 1 to its hit tests, and
increase its points cost by 8 points.

RUSSIAN FATE CARDS


ACE Holy Mother Russia. Play this card at the start of any phase. Roll a D6 for each shaken Russian unit. On a 4+ remove 1 loss
marker from the unit you are rolling for.
KING The Czar's Wishes. Play this card at the start of your activation phase. Roll a D6. On a 1 or 2 you cannot automatically
activate a brigade this turn. On a 3+, if the first two brigades you choose to activate in that phase are Russian they will
activate automatically, instead of only the first one.
QUEEN Tenacity. Play this card in your fate phase. You can remove 1 setback marker from 1 Russian brigade.
JACK Cossack Raiders. Play this card in your melee phase. Pick 1 enemy unit that has 1 or more loss markers and roll a D6. If the
roll is less than or equal to the number of loss markers on the enemy unit, it suffers 1 more loss.
10 Capture. Play this card in your fate phase. Pick 1 enemy controlled objective. If you control it at the end of the game, it
counts as 2 objectives when determining the winner of the game.
9 Surprise Attack. Play this card in your fate phase or at the end of a melee phase. Pick 1 friendly unit. That unit can carry out
1 move in that phase.
8 Inspiration. Play this card after a friendly player fails a valour test or fortitude test. They pass that test.
7 Sharpshooters. Play this card before a friendly unit fires or lends fire support. It can fire or led fire support at any target
that is in range or line of sight, instead of only the closest eligible target.
6 Deadly. Play this card after a friendly unit fails 1 or more hit rolls. Reroll the failed hit rolls.
5 Stubborn. Play this card in your fate phase. You can remove 1 loss marker from 1 friendly unit (even if it has 1 loss marker).
4 Delays. Play this card when an enemy brigade activates. Halve the move distances of units from that brigade that turn.
3 Confusion. Play this card at the start of an enemy turn. The enemy cannot automatically activate a brigade that turn and
any reinforcements due to arrive that turn must arrive 1 turn later.
2 The Tide of Battle. Play this card immediately. Reshuffle all played fate cards back into your fate deck.
SPECIAL RULES
The following special rules apply to units from this army.
Canister Scouts
This unit can fire cannister if the range distance to the target is This unit has the open order and skirmishers rules. In addition,
12" or less. The following rules apply to a unit firing cannister: add 2 to messenger tests for this unit.
• Its fire value is doubled. Skirmishers
• It adds to the 2 to an attacking unit’s fire value when it When this unit shoots or lends fire support, the commanding
lends fire support instead of 1. player can choose to halve its fire value and increase its range
• Its melee attack value is doubled when it fights back and by 6". If they do so, this unit is allowed to manoeuvre or rally
the target is at least partially in its front arc. in the same turn.
Carbines Square
This unit can fire with a fire value of 1 and a range of 12" while Halve the melee value of cavalry units that attack this unit if it
it is in open order. is in a square or an assault column (closed square). However,
Guard this unit will rout, even if not shaken, if it loses a melee where
Add 1 to hit tests and rally tests and valour tests for this unit. it is the target of a cavalry unit and this unit is not a garrison.
In addition, if all the starting units in a brigade have this rule, To put this unit in a square formation, set it up in a square
add 1 to fortitude tests for the brigade but count it as 2 shape with as close to the same number of figures on each
brigades when determining victory if it is shattered. side as possible, and with all figures facing outwards. The
Heavy Cavalry following rules apply to a unit in square formation:
Subtract 1 from hit rolls for melee attacks that target this unit • It is a deployed unit.
unless the attacker also has the heavy cavalry rule, is a • It has a move of 3" but cannot take assault actions.
garrison or is in a square (see the square rule below). • It can shoot in any direction and cannot be outflanked.
Horse Artillery • Halve its fire value and add 1 to its melee value.
This unit has a move distance of 18" and can limber at the • Add 1 to attack value of artillery that target it (it does not
start of a move or unlimber at the end of a move (but not also count as having 3 ranks).
both). Enemy infantry cannot us an assault move to move into Stoic
contact with horse artillery unless they start the move within This unit can either move once or reform when it carries out a
6" of the horse artillery unit. manoeuvre action and cannot move when it carries out a rally
Lances action. However, you can reroll rally and valour test rolls of 1
Add 1 to the melee value of this unit if either it or its target for this unit.
made an assault move in the same turn and this unit is not in Swift
open order. Subtract 1 from the melee value of this unit in any Add 6" to the move distance of this unit.
other circumstances.
Light Infantry
This unit has the open order and skirmishers rules.
Militia
This unit can move once or reform when it carries out a
manoeuvre action and cannot move when it carries out a rally
action. Subtract 1 from hit rolls, rally tests and valour tests for
this unit. In addition, if all the units in a brigade have this rule,
subtract 1 from fortitude tests for the brigade.
Open Order
This unit can be set up in a deployed line formation with a 1"
gap between bases that is called open order. The following
rules apply to this unit if it is in open order, or if it is a garrison:
• It is allowed to manoeuvre or rally in the same turn that it
fires or lends fire support
• In the fire phase, 1 loss it suffers is negated, in addition to
any losses that are negated by terrain features.
• It has move of 12" if it is infantry and of 18" if it is cavalry,
and its move distance is not affected by rough terrain.
• This unit will rout, even if not shaken, if it loses a melee
where it is the target of a unit that is not in open order
and this unit is not a garrison. If this happens, its attacker
can carry out an assault move and then fight for a second
and final time that turn.

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