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Battles of Napoleon: Volume I – EYLAU 1807 thumbnail

Battles of Napoleon: Volume I – EYLAU 1807

Battles of Napoleon: Volume I – EYLAU 1807 Rulebook

Table of Contents

Table of Contents

  • How the Game is Played
  • Helpful Glossary
  • Game Material
  • The Rulebooks
  • Game Scale
  • How to Win
  • Playing Pieces
    • Type of Units
    • Game Markers
    • Wooden Cubes
    • Leaders
      • Army Leaders
      • Corps Leaders
      • Division Leaders
  • Sequence of Play
  • Command Phase
    • Army and Corps Leader Movement
    • Changing Orders
  • Orders
    • Move Order
    • Strategic Movement Order
    • Defend Order
    • Regroup Order
    • Hold Order
    • Retire Order
    • Attack Order
    • Orders and Set Up at the Beginning of a Scenario
    • Effects of Being Out of Command
  • Initiative
  • Available Activation Cubes
  • Army Fatigue
  • Activation Phase
    • Procedure
    • Multiple Activations
    • Simultaneous Fire Segment
  • Units Formation and Facing
    • General
    • Infantry
    • Cavalry
      • Forming Square When Enemy Cavalry is Approaching Infantry
      • Reaction Fire Combat
      • Cavalry in Obstructed Terrain
    • Artillery
  • Stacking
    • Stacking in Obstructed Terrain
    • Fire Combat and Stacking
    • Retreat and Stacking
  • Movement
    • Disengage
    • Terrain Effects on Movement
  • Fire Combat
    • Occasions
    • Procedure of the Simultaneous Fire Combat Segment
    • Resolution of Fire Combat
    • Artillery Fire
    • Cavalry Evasion
    • Leaders in Combat
  • Line of Sight
  • Assault
    • Occasions
    • Procedure
    • Results of Hold Check
    • Cavalry Reaction Charges
    • Tired Cavalry
    • Cancelled Assaults
    • Die Roll Modifiers
    • Stand Checks
  • Terrain Effects on Combat
  • Losses
  • Retreats
    • Push-Back
  • Recovery
  • Reinforcements
  • Smoke Optional Rules
  • Expanded Sequence of Play

How the Game is Played

In the "Battles of Napoleon" series, players control forces of the French Empire or the forces of the foes of Napoleon. Victory is determined when one army collapses. This happens by losing control over geographical objectives and Army Fatigue.

Each turn starts by determining the weather condition. Players then undertake the orders phase, where they may change orders of their Divisions. Division's orders also determine who has the initiative and then the number of Activation Cubes (ACs) each army gets for the coming turn is defined. By spending one AC, the player with the initiative may choose the first formation to be activated; the rest of the ACs are drawn randomly (ideally from a little bag). When a player's AC is drawn, he may activate any Division of his choice on the map or bring scheduled reinforcements on the map.

An activated Division may perform actions, within the limits of each Division's order type. There are also two "fire combat" cubes. When a "fire combat" cube is drawn, a simultaneous fire combat segment is executed by all permitted units. Due to fire combat, charges and failed stand rolls, units may lose Strength Points (SPs).

Note: In many chapters of the rules manual you will read about "losses". In order to avoid repetition of our concept of losing "Strength Points" (SP), here is the general idea: The loss of SPs doesn't only represent the dead and wounded, but also a unit's loss of cohesion and order of a unit. SPs can be recovered when the unit's Division carries out a "Regroup", "Hold" or "Retire" order.

When a player has performed all actions of the units of an activated Division, the players then draw the next AC to determine which army may activate one of its Divisions. A Division can be activated up to three times per game turn, but for each additional activation the units of the Division will perform less effectively.

The Activation Phase is over when there is only one AC left in the bag. This cube is not drawn and is lost.

Note: This may vary in some scenarios of some battles, see specific playbook for clarification.

A new turn starts by checking weather, issuing orders, determining which side has initiative, putting the available ACs in the draw bag and, finally, choosing the first Division to be activated.

The battle immediately ends when one army collapses.

Helpful Glossary

  • AC — Activation Cube
  • AFP — Army Fatigue Point
  • Coalition / Coalition player — the enemy of the French Empire
  • CP — Command Point
  • DRM — Die Roll Modifier
  • Division — A group or a formation of combat units, mostly division-sized
  • IP — Initiative Point
  • IC — Initiative Check
  • Leadership Rating — LR
  • LOS — Line of Sight
  • Hold Check — Hold Check determines if an assault / charge fails or not.
  • Stand Check — a Stand Check determines if a unit retreats due to events that happen to accompanying and neighboring units.
  • MP(s) — Movement Point(s)
  • SP(s) — Strength Point(s)
  • — roll one 6-sided die

Important Note: We use the term "Division" for the military formation of the armies in the game. Not to be confused with "formation" of combat units. In some games of the series a Formation or Division can also be a Brigade, a Corps, a Wing, a group of units like an Artillery Reserve or Column (Austrian Army).

Example: In Eylau 1807 the Prussian Division (technically a Corps, but to keep wording uniform, let's call it Division) is part of the Russian army and is activated by a Russian AC.

Game Material

Please consult the playbook for a complete list of game components of each game.

The Rulebooks

This rule book contains the rules that apply to all games in the series "Battles of Napoleon". The Playbook in each game contains special rules, scenario instructions, historical commentary and an extended illustrated example of play.

Game Scale

Each hexagon on the map represents roughly 150 meters of actual terrain, from hex side to hex side. Each strength point represents 100 infantry, 50 cavalry or 3–4 guns. Each game turn is 60 minutes, as indicated on the Turn Record Track.

How to Win

A player wins the game if the opposing player loses its last Army Fatigue Point (Chapter 14) and if Napoleon is present and gets killed or wounded, the French lose the battle.

Playing Pieces

Combat units have a front and a back side. The type of each unit is indicated by an icon located between the initial "Strength Point" (SP) number (on the lower left) and the "Movement Point" (MP) factor (on the lower right). Each unit belongs to a formation (Division).

During the course of battle combat units will suffer losses, represented by a SP marker underneath the counter. Units lose SPs due to combat, but may also regain SPs due to certain orders of their division.

A combat unit is either elite (two chevrons on the counter), veteran (one chevron) or green (no chevron).

Infantry units are mostly infantry battalions. Their front side represents them in line formation. The back of the counter represents them in column formation.

Cavalry units are mostly regiments. On their back side they are "tired" (less effective when moving, attacking or defending and cannot reaction charge, see 16.3 and 21.4.)

Artillery units are mostly batteries. On their front side are unlimbered (ready to fire). On their backside they are limbered (ready to move).

Leader playing pieces represent individual leaders plus their staff, aide-de-camps and escort.

Type of Units

Infantry: chasseurs, grenadiers, line infantry.

Cavalry: lancers, dragoons, mamelukes, cuirassiers, grenadiers à cheval, chasseurs à cheval, cossacks.

Artillery: light artillery (thin stripe), horse artillery, foot artillery, heavy artillery.

Cuirassiers, Carabiniers, Gendarmerie, Heavy Dragoons and Grenadiers à Cheval are considered "Heavy Cavalry". Hussars, Dragoons, Mamelukes, Cossacks, Chasseurs à Cheval and Lancers are considered "Light Cavalry".

Game Markers

Markers include: Square, Control, Assault, Weather, Game Turn, and SP marker (front and back).

Wooden Cubes

There are several wooden cubes in the game. The blue, green, white and other colored cubes represent "Activation Cubes" (henceforth AC) for the French and Coalition armies respectively (for example, the Russian AC; in other battles the colors of the ACs will vary). The red cubes are "Fire Segment Cubes". The black and grey cubes represent "Army Fatigue Points" (henceforth AFP). The grey cubes count as "1" and the black as "10".

The set includes: French AC, Russian AC, Fire segment cube, AFP 1 (grey), and AFP 10 (black).

Leaders

There are three types of Leaders: Army, Corps and Division leaders. In some games there are also Brigade leaders. They function the same way as Division leaders. Corps and Division leaders may change an order by passing an Initiative Check (IC): Roll 2d6. If the result is equal to or smaller than his initiative rating the player can change the order of the Division.

All leaders have 12 MPs. Their MPs are not printed on the counters. Army and Corps leaders move at the beginning of the "Order Phase". Division leaders move when their Division is activated. The leadership rating (LR) is used when in the same hex with units to modify stand and assault rolls.

There is a replacement leader pictured on the back side in case the main Leader becomes a casualty in combat.

Army Leaders

An Army leader has two ratings: LR and Command Points. His Command Points represent the number of orders the army leader may change at the beginning of a turn. For each order changed, the army leader spends 1 of his Command Points (CPs) at range 1–12 and 2 CPs for range 13–18 hexes.

Note: if Napoleon gets killed or wounded, the French lose the battle and the game is over. All other leaders have a reverse side with reduced values.

Corps Leaders

They can change Division orders. To change the order of a Division, they need to be in the same hex as the leader of that Division. The Corps leader needs to pass an Initiative Check (IC). If the check fails, the Divisional leader may perform an additional IC to change the order of his formation.

Division Leaders

Each Division leader has an initiative and a leadership rating. When a leader is out of range of the army commander or the army leader can't spend a CP to pay for an order change, the Division leader can instead try to change his current order by passing an IC. A Division leader has a command range of 4 hexes — see rule "Orders".

Note: The French army has in general an advantage in being able to react to developments on the battlefield. In order to react to a situation, divisions need to change their orders and the superior French staff work, especially in the early years of the Napoleonic wars, is modeled by having more CPs and ACs than her counterparts. The French divisional commanders have a higher average initiative rating.

Sequence of Play

A turn is comprised of the following phases:

  1. Weather Determination Phase (if applicable, check Playbook for specific weather rules).
  2. Command Phase. At the beginning of the Command Phase each player may move his Army and Corps leaders. Each player may simultaneously and secretly change the order for Divisions in range of the Army leader by spending CPs or by conducting a successful IC of a Division or Corps leader. During subsequent play of that turn, players may demand to see the orders of Divisions at any time; however, for excitement and additional fog of war players could optionally agree to not reveal these orders until necessary to do so, for example, showing attack orders for an assault, confirming red cube fire is allowed or not, determining DRMs during fire or assault combat, etc. Each player pays AFPs from his stock according to each order — newly issued and existing — of their divisions.
  3. Determine the number of available ACs for each army by checking the playbook scenario details.
  4. Determine the first player: each order gives the players a number of Initiative Points (IPs). After the "Command Phase", the players totals the IPs of all their currently issued orders. The player with the higher total starts the game turn's Activation Phase by spending one of his own ACs to activate one Division of his choice. In case of a tie, the French player has the initiative.
  5. Activation Phase: Players place their ACs for the turn in a bag. The starting (highest initiative) player keeps one AC aside. This AC will be used to activate any Division of the player's choice of their own army. In addition to the ACs, one or two "fire combat" cubes are placed in the bag. Players draw ACs from this bag one at a time. Depending on what Army's AC is drawn, either the French or the Coalition player may activate one of their Divisions, using that AC. The activated Division may execute actions allowed by the order assigned to that Division. When a "fire combat" cube is drawn a simultaneous fire combat segment is performed.
  6. After all ACs are drawn, units of formations under "Hold", "Regroup" or "Retire" orders may rally SPs. This concludes the Activation Phase.
  7. Flip all cavalry units that are on their "tired" side back to their front side.

Note: players don't know when fire combat will happen. Neither do the players know how many formations they will be able to activate.

Command Phase

Army and Corps Leader Movement

At the beginning of the "Command Phase" both players may move their Army and Corps leaders.

Changing Orders

Army leaders have a 12-hex regular command range and 13–18 hex extended range. Players may change none, some, or all orders of their Divisions.

If a Division leader is within 12 hexes (count the hex the Division leader is in) of the Army leader, an order change costs 1 CP. If the Division leader is within 13 and 18 hexes from the Army leader, an order change costs 2 CPs. If a Division leader is farther away than 18 hexes from his Army leader, his order can only be changed by conducting a successful IC. The order can also be changed by a successful IC of the Corps leader. ICs happen AFTER spending available CPs.

When the IC is successful, the order of the Division can be changed. The new order marker is placed in the according "Order box" located on the Army sheet.

Example in Eylau 1807: Marchand is 14 hexes away from Napoleon and the French player wants to change the order for this Division from "Attack" to "Move". The French player must spend 2 of Napoleon's 6 CPs to change the order of 1st/VI. The French player changes the order marker of 1st Div/VI from "Attack" to "Move" in the order box. He adds 2 to his initiative total and pays 1 Army Fatigue Point.

Example in Eylau 1807: the Cavalry Division of VI Corps is out of range of Napoleon. The French player wants to change the order of that Division from "Strategic Move" to "Attack". The French player rolls 2 dice to see if the leader passes an IC. The result is 4, therefore equal or less than the leader's initiative rating, so the leader passes. The French player changes the order marker of the Cavalry Division of VI Corps from "Strategic Move" to "Attack". This order will add 4 to his initiative total but also costs him 2 Army Fatigue Points.

Orders

There are 7 different orders. Each order awards its army a fixed number (indicated in red) of Initiative Points (IPs) and for some orders players will lose or gain Army Fatigue Points (AFPs) (indicated in black). Each player totals the IPs and AFPs for each order of each of their Divisions. The army with the greater total of IPs has the initiative (starting the Activation Phase first). For each AFP lost, a player must spend 1 AFP from the stock on their Army sheet. Players gain back 1 AFP when issuing a "Regroup" order (see Regroup Order below).

Place one "Order" marker for each Division on the map in its corresponding Order box. All Divisions must have an order. At the end of the order phase each player pays AFPs from his stock for each — newly issued and existing — order on his Army sheet. A division that has no combat units remaining does not assign orders and existing orders are removed from the Army sheet.

Command Range of Division leaders: A unit must be within 4 hexes of its Division leader to be considered to be acting under the Division's current order; count the unit's hex, but not the leader's. Division leaders always move last. It may move outside this range. If a unit starts an activation out-of-range and wants to move, it must do so with the intention to end its movement within range of the Division leader. Please see further effects of being out of command below.

Move Order

Units of a Division may move but may not move into a hex that is adjacent to enemy units. Units may fire during the simultaneous fire combat segment. A move order gives an army 2 IPs and costs 1 AFP.

Strategic Movement Order

When a Division is under "Strategic Movement" order, infantry units of that Division must be in column formation, and artillery units must be limbered. If infantry units are in line formation, and / or artillery units are unlimbered, they must change their formation to column or limber. All units (including cavalry units) of the Division may move with × 1.5 their MPs (round fractions 0.5 up). If 2nd or 3rd activations, deductions to MPs are made prior to 1.5 multiplications. No unit may move closer than 5 hexes to enemy units during "Strategic Movement". No unit may fire during the simultaneous fire combat segment. A "Strategic Movement" order gives an army 1 IP and costs 1 AFP.

Example: a French line infantry battalion in column formation whose Division is under "Strategic Movement" order has 9 MPs: 6 as printed on the counter, these 6 MPs are × 1.5 = 9 MP. A unit with 3 MPs has 4.5 MPs under "Strategic Movement" order: 3 MPs × 1.5 = 4.5 MPs.

Defend Order

Units may move one hex. Units cannot move adjacent to enemy units. Such units may adopt any formation and facing, ignoring regular MP cost to do so. When starting adjacent to enemy units they can change formation and facing, provoking reaction fire. Units of a Division under a "Defend" order may fire during the simultaneous fire segment. A defend order gives an army no IPs and costs 1 AFP.

Regroup Order

Units may not move. No unit may fire in the simultaneous fire segment. At the end of the Activation Phase, each unit of the Division which is in command may regain one 1 SP. A regroup order gives an army no IPs and the player receives 1 AFP from the pool.

Hold Order

Units may not move. Units may fire in the simultaneous fire segment. At the end of the Activation Phase two units of the Division that are in command may regain 1 SP. Owning player chooses. A hold order gives an army no IPs and costs no AFP.

Retire Order

Units may move with × 1.5 their MPs (if 2nd or 3rd activation, deductions to MPs are made prior to 1.5 multiplication), but must move away from the enemy. Round fractions up. No unit may be closer to an enemy unit (that was in or became in LOS during the move) at the end of its movement. No unit may fire in the simultaneous fire segment. One unit of the Division that is in command may regain 1 SP at the end of the Activation Phase. A retire order removes 2 IPs from an army and costs 1 AFP.

Note: consider this order as an attempt to take the formation out of the front line in an orderly manner, not to be confused with a retreat due to combat.

Attack Order

Units of the Division may move into hexes adjacent to enemy units. Units may fire during the simultaneous fire combat segment. Units can carry out an assault, or charge. See the Assault section for more details. An attack order gives an army 4 IPs and the player has to pay 2 AFPs.

Note: there are subtle differences between the individual orders. You need to give a formation an "Attack" order to allow your units to move adjacent to enemy units. Too many "Attack" orders will fatigue your army quickly. Some orders give you DRMs in combat, others allow you to rally SPs. It's with the right timing and coordination of orders that victory, or defeat, will be decided!

Orders and Set Up at the Beginning of a Scenario

Before starting play of a scenario, orders are outlined as per the setup instructions or the players issue one order for each Division on the map. When players are issuing orders they do this simultaneously and concealed. For the initial setup only, players ignore limits of available CPs and range issues. Total IPs of all orders for each army to determine which side has the initiative. Each player has to pay AFPs for each order currently issued. After players are done assigning orders, Divisions are set up in an alternating way starting with the Coalition player.

Note: consider that each Army Commander has worked out a battle plan the night before battle and that the Army Headquarters issued orders to all formations on the battlefield.

Effects of Being Out of Command

A unit out of its leader's command range at the start of its activation does not adopt the Order characteristics given to its parent formation. It may move with its printed MP directly towards its leader. The out of command unit does not benefit or suffer from any DRMs applied to its parent formation by their current order. The unit may not move adjacent to the enemy but may fire.

Example 1: Parent formation is under a DEFEND order, the out of command unit does not benefit from the − 2 DRM if attacked but is not limited to a 1 hex move but it must move toward its leader.

Example 2: Parent formation is under a REGROUP order, the out of command unit does not recover any lost SPs but may move its printed MP towards its leader.

Out of command reinforcements will enter the battlefield under Strategic Movement Order OR Move Order (player choice) for their initial activation only, and will follow their Division orders during subsequent activations.

Initiative

Each order has an Initiative Point (IP) value. Both players add the IPs awarded by the current orders of each Division. The player with the higher total has the initiative and will be the first player to activate one of his formations in the Activation Phase. In case of a tie, the French player has the initiative. The Initiative player will put aside one of his available ACs in order to be used as the first activation.

Example Eylau 1807: the Divisions of the French player have the following orders: 4 × Attack (4 IPs each), 3 × Move (2 IPs each), 2 × Strategic Movement (1 IP each), 4 × Hold (0 IP each), 1 × Retire (− 2 IPs), 3 × Defend (0 IPs each), for a total of 22 IPs. The Russian has a total of 17 IPs. The French player has the initiative, sets aside one of the subsequently allocated ACs and chooses the 1st Dragoon Division as the starting Division to execute its actions.

Available Activation Cubes

Depending on the scenario each player determines the available number of ACs for each game turn. In some games the available ACs are set, in others there is a procedure (like rolling a die) to determine the available ACs for each game turn.

Example Eylau: it is the 8 am game turn. The French player rolls 1d6. The result is 3. He adds the DRM of 5 for the 8 am turn and the Leadership rating of Napoleon (4). He has a total of 12 ACs this turn. Assuming he has the Initiative, he keeps one AC aside for the first activation of a Division. His remaining ACs are placed in the common bag.

Except for one AC of the initiative player, place the number of ACs of each Army and one or two "Fire Combat Cubes" in a bag. These are drawn in the Activation Phase.

Army Fatigue

Note: "Army Fatigue" represents the level of exhaustion of the army, caused by eliminated units and leaders, and the loss (or gain) of geographical objectives, as well as by the type of orders divisions are given.

At the beginning of a scenario, each player receives a number of grey and black Army Fatigue Points (AFPs) cubes. The grey cubes count as 1 AFP, the black cubes count as 10 AFPs. Players distribute the total number of AFPs in any combination of "1s" and "10s". The remaining cubes are placed next to the game map in a convenient location and are the common pool.

If players lose AFPs, they remove the corresponding cubes from their Army Sheet, back to the common pool.

Players lose AFPs to the common pool for the following events:

  • 1 for each eliminated unit, 2 if a Guard unit
  • 2 for each leader casualty in combat (1 if replacement leader)
  • 2 for each "Attack" order issued in the order phase
  • 1 for each "Move", "Strategic Movement", "Defend" and "Retire" order issued in the order phase

If a player loses control of a geographical objective, he gives the corresponding number of AFPs according to the value of the geographical objective from their own supply to his opponent. A player gains AFPs for taking control of a geographical objective that was previously controlled by the opponent (and gets these AFPs from his opponent).

The scenario describes which of the geographical objectives are relevant and which Army controls them at the beginning of the game. Place a "control" marker in each hex where the AFP values are listed.

Control is defined as the following: units of an army occupy the majority of the hexes comprising the geographical objective OR units of an army have been the last to occupy any of these hexes. Therefore, there is no "garrison" needed to control a geographical objective.

A player gains 1 AFP for each "Regroup" order during the Command Phase. The AFPs for "Regroup" orders are taken from the common stock.

Example Eylau: The village of Lampasch is comprised of 5 hexes. The French player successfully assaults a Russian unit in one hex of Lampasch and advances into the hex. He now occupies three hexes of the village and the Russian player occupies only two hexes of Lampasch. Therefore, the French player gets 10 AFPs from the Russian player. If the Russian player retakes one hex and therefore control over Lampasch, the French player returns the 10 AFPs.

When an army runs out of Army Fatigue Points, it has collapsed and the game immediately ends. The opponent wins the game. If at the end of the last game turn no army has collapsed then the player with more AFPs wins.

Activation Phase

Procedure

Players draw ACs one at a time from the common bag. The drawn AC indicates which Army (French or Coalition) may activate a Division. After deciding which Division is activated, place the AC on the "1st", "2nd" or "3rd" activation row on the army's sheet formation track. When the activated Division's action is over, the next AC marker is drawn. If the "Fire Combat Cube" is drawn, a fire combat segment is executed. The units of an activated Division execute actions according to the specific order assigned to that specific Division.

Multiple Activations

A Division may be activated up to three times during the same activation segment. When a Division is activated for the first time, place the just drawn AC on the "1st Activation" box of that Division's row on the player's Order-Activation Chart.

If the Division is activated a second or third time, place the required AC in the 2nd or 3rd "Activation" box. With each additional activation the units of that Division will experience a downgrade in its movement abilities.

With the 1st activation the units perform normally. If the Division is activated a second time, its infantry and artillery units (including horse artillery units) have 1 MP fewer, its cavalry units have 2 MPs fewer. If the same Division gets activated a third time, infantry and artillery units have 2 MPs fewer and cavalry 4 MPs fewer. The combination of the effects of multiple activations, cavalry in "tired" status and effects of weather (like snow storm) could theoretically lead to a negative movement potential, but even then, a unit may always spend 1 MP.

Example: a tired cuirassier regiment (5 MPs) that is activated a third time, has only 1 MP remaining. It can still charge into adjacent hexes. If the same tired cuirassier regiment (5 MPs) is activated a third time during a snow storm, it still has 1 MP remaining. It can charge into adjacent hexes.

Example Eylau 1807: the French player has had a couple of activations. The 2nd Cuirassier Division and the 1st Division IV Corps have been activated twice, the 3rd Division IV Corps already 3 times and the 3rd Dragoon Division once. The units belonging to the 2nd Dragoon Division can use their full movement potential.

A player may never perform more than three activations in a row. If an AC of the same army is drawn four times in a row, return it to the bag and continue drawing until an AC of the other Army is drawn. Drawing a "Fire Combat Cube" doesn't count against the 3 cubes in a row maximum draw.

Example Quatre Bras 1815: The Anglo-Allied player has drawn three of his ACs. The next AC drawn is the "Fire Combat Cube". After execution of the fire combat segment, another Anglo-Allied AC is drawn. It is returned into the bag. Players continue to draw ACs until they draw a French AC (or a second "Fire Combat Cube").

In the case that only ACs of one player are left in the bag, they are all lost, the Activation Phase ends. The last AC is not drawn. At the end of the Activation Phase, remove all ACs from both Army sheets.

Simultaneous Fire Segment

When a "fire combat cube" marker is drawn, a fire combat segment happens.

Infantry units that have an adjacent enemy unit in one of their front hexes, or artillery units that have enemy units within range and in line of sight may complete a fire combat.

Units whose divisions have the following orders may fire:

  • Attack Order
  • Defend Order
  • Hold Order
  • Move Order

Note: units, whose divisions are under "Retire", "Regroup" or "Strategic movement" orders are restricted from closing with the enemy and may not exchange volley fire. However: these units are eligible for reaction and defensive fire.

The players alternate firing one unit at a time until all desired fire is executed. Fire combat is executed according to the procedure and restrictions in the Fire Combat section. Consider all fire combats as happening simultaneously.

Note: this "simultaneously" means that any losses or retreats as a result of being fired at are not applied until after the units executes its own fire combat at its pre-fire combat strength.

Units Formation and Facing

General

All combat units have a front and a back side. When setting up, a unit can start on any side. A unit always faces a hex vertex.

When changing the formation of infantry and artillery, players pay the formation cost change (1 MP for infantry and 2 MPs for artillery and 2 MPs for infantry forming square, see below) and flip the counter. The back side of cavalry units represent the cavalry in "tired" status.

Units can only voluntarily change formation once per activation, either at the beginning or end of their movement, provided they have the necessary MP to pay for the change.

See the Movement section for how to change facing during movement.

An unlimbered artillery unit has 0 movement points. When limbering it has spent 2 of its then available MPs. Units may also change their facing for free (but not their formation!) at the start of a fire segment.

Infantry

Infantry units on their front sides are in line formation, on their reverse sides they are in column formation.

Infantry can be in one of four possible formations:

Column: it has four front sides and two rear hex sides.

Note: an infantry unit in column has advantages when charging and being charged. It has greater mobility, but less firepower and is more vulnerable to enemy fire.

Line: it has two front hexes, two flank, and two rear hexes.

Obstructed: when infantry units enter obstructed terrain they assume involuntary "Obstructed formation", which has all-round facing (all 6 hexes are frontal hexes). It is represented by having the unit on their "Line formation" side. When an infantry unit leaves an obstructed terrain, it has to pay + 1 MP and may change formation and facing and ends its movement.

Note: they are of course not in "line" formation in an obstructed terrain. This represents the slower movement through obstructed terrain.

Note: even when the unit is in line formation, it has to pay 1 MP when leaving an obstructed terrain to change to line formation. This represents the time it takes for the commander of the unit to form his companies into a proper formation when leaving an obstructed terrain.

Square: an infantry unit may form square at the beginning of its move OR at the end of its move and must pay 2 MP to form square. Place a square marker on top of it. A square may not be formed in obstructed terrain. A square may only move one hex, is very vulnerable to enemy fire but it is very well protected against cavalry charges. A unit in square formation has 6 front hex sides. When changing to square formation, the unit may be either represented by its front or back side, it does not matter. When changing from square to line or column, it has to pay 1 MP and can then choose any facing.

A unit in square formation may not initiate assaults (see the Assault section). A unit (or stack of two infantry units) needs to have a minimum 3 SPs in order to be able to form square formation.

A unit's Division doesn't need to be activated to be able to form a square when enemy cavalry is activated, see "Forming square when enemy cavalry is approaching infantry" below. Units whose formation are under "Strategic Movement", "Retire" or "Regroup" order may also form a square.

When an infantry unit forms a square and it is stacked with an artillery unit, the artillery unit is considered part of the square. The artillery unit is placed below the infantry unit in square. If the square retreats, the artillery unit is eliminated if unlimbered and not succeeding its "limber roll" (see Retreats).

Note: units had the same training and in case of being charged by cavalry the individual companies of two different units would rather unite in one single square than all act on their own.

Cavalry

Cavalry has only one formation. On the front side cavalry units are "fresh", on the back they are "tired". See "Tired Cavalry" for effects on cavalry units of being "tired".

A cavalry unit has 4 front hexes and two rear hexes.

Note: we had to find a way to represent and simplify the many possible formations a cavalry unit might adopt. The basic formation of a cavalry regiment is the squadron. A squadron on the battlefield is deployed in a two men deep line occupying about 50–60 meters of frontage. An average French cavalry regiment had 3 squadrons. An average Russian cavalry regiment had 5 squadrons but the number of cavalrymen in a Russian squadron was below a French's equivalent. The possible attack formations for a regiment depend on the situation and available space, the "single", "double", "echeloned" and "checkered" line. Cavalry units mostly attacked in single or double line, which suits the game scale well, of approximately 150 meters per hex.

Forming Square When Enemy Cavalry is Approaching Infantry

An infantry unit or a stack of infantry units that has an activated / moving enemy cavalry unit within 4 hexes (3 intervening hexes) may change its formation into square at any time. If the cavalry unit moves closer than 4 hexes, or starts closer than 4 hexes, then the infantry must roll as per below. The infantry unit must have a free line of sight (LOS) to that enemy cavalry unit. The decision must be taken the moment the enemy cavalry enters / is activated within 4 hexes (provided there is a LOS).

If the LOS is blocked by a friendly unit in square (only) the infantry unit may change its formation to square although the LOS is blocked by the unit.

Note: we consider that a unit changes to square if a neighboring friendly unit adopts square formation. The unit follows its example and may change its formation accordingly if the player wishes.

Note: the LOS can be blocked or shortened due to terrain or snowstorm.

The top unit executes this check in case of a stack of infantry / artillery units tries to change to square formation. The closer the enemy cavalry moves, the less likely the square maneuver will succeed. That infantry unit has to roll a 6 or higher on 2d6. If the roll fails, the unit (or each unit in case of a stack) loses 1 SP and stays in place, in its original formation. An infantry unit (or stack of infantry / artillery units) has only one chance per activated cavalry unit to try to form square.

Modifiers to this roll: If there is an activated enemy cavalry unit (i.e. the current unit, or another cavalry unit of the activated formation which may have finished its movement) within 3 or 2 hexes or adjacent, the 2d6 is modified: − 1 if the enemy cavalry is within 3 hexes, by − 2 if the enemy cavalry is within 2 hexes and − 3 if the cavalry is adjacent. One leader in the same hex as the unit trying to change its formation to square may add its leader rating to the roll. Elite units get a +2 DRM, green units get a − 1 DRM.

Note: the better drilled a unit is, the more likely it is able to form square in face of an approaching enemy cavalry.

Note: don't confuse the roll to change into square with the roll to stand (see "Stand Checks"). A unit that wants to stand in face of an assault has a couple more different possible modifiers.

Reaction Fire Combat

If the infantry unit successfully changing to square formation is adjacent to an enemy infantry or artillery unit, that unit(s) may execute reaction fire at the square forming infantry unit through their front hex sides. See "Resolution of Fire Combat" to see how to resolve fire combat.

Cavalry in Obstructed Terrain

Cavalry may move through obstructed terrain if a road or trail is present. If enemy infantry move adjacent, the cavalry may evade, and will be flipped to tired. If the cavalry does not evade it suffers negative DRMs from rear and is considered to be under "Strategic Movement" order for this assault which incurs a further negative DRM.

Artillery

Artillery on its front side is in fire mode (guns are unlimbered) and on its back side it is in move mode (guns are limbered). An artillery unit cannot unlimber or start a scenario unlimbered in obstructed terrain.

An unlimbered artillery has two front, two flank, and two rear hex sides. A limbered artillery has four front and two rear hex sides.

Changing from one mode to the other costs an artillery unit 2 MPs. When changing from move mode to fire mode or vice versa the player can also freely change the direction the unit will face.

Unlimbered artillery may always move one hex if under "Defend", "Move" and "Attack" order. Such units ignore facing, formation and regular MP costs. Unlimbered artillery units that move the minimum 1 hex movement may not fire as divisional artillery in that activation as they have moved.

Note: there were many instances where artillery was wheeled right up to point blank range.

Stacking

The stacking limit rules are always in effect. A player may stack up to two infantry battalions or two artillery batteries or one cavalry regiment in each non obstructed terrain. Only a single unit is permitted in obstructed terrain.

One infantry in line or square and one artillery battery in fire mode can be stacked together. One infantry in column or square and one artillery battery in move mode can be stacked together. Cavalry can never stack with infantry or artillery.

Note: this means that a cavalry unit can't move or retreat through a hex occupied by an artillery or infantry unit.

Units of the same category in the same hex must have the same formation and same facing at the end of their movement. Leaders stack for free and there is no limit how many leaders may stack in a hex. When infantry and artillery are in the same hex they must have the same facing. When an infantry unit enters the hex of an artillery unit — and vice versa — the entering unit must have sufficient MPs left to eventually change its facing and formation.

When two infantry units are in the same hex, the top unit is the lead unit. Owning player decides when moving a second unit in a hex. If a stack of units is being charged at or needs to stand or form square, the lead unit's quality (elite, veteran, green) is used for any potential DRM. Only the lead unit may execute fire combat and suffers step loss results from fire combat. If the lead unit can't absorb all the step losses due to fire combat, the second unit will take the remaining step losses.

If units in a hex must retreat, then all units in the hex must follow the same retreat path, and must remain in a stack; units may not fan out during a retreat. Units of different divisions may stack in the same hex. The stacking order of a hex can only be changed at the beginning of the activation of a Division. There is no MP cost for stacking or unstacking.

Note: see designer's notes about the scale and the stacking rules. A lot of men could fit into the same hex-space, but only a small portion of these men would actually be efficient.

Stacking in Obstructed Terrain

Stacking is not allowed in an obstructed terrain. Only 2 SPs per hex side may fire out of obstructed terrain. Light infantry battalions (like Chasseurs, Tirailleurs, Jägers etc.) may fire with up to 3 SPs per hex side.

Fire Combat and Stacking

When a target hex of a fire combat contains both infantry and artillery, consider the infantry unit as the primary target for taking losses. Ignore their stacking order in that case.

Retreat and Stacking

If there is no retreat path available other than through a hex occupied by your own units (even if stacking rules were not violated), these units also retreat by being pushed away to free a retreat path — see the Retreats section.

Movement

Each unit has a certain number of Movement Points (MPs) it may expend for movement. Units always move through one of their front hex sides. Units may always move one hex despite multiple activation, tired status and weather effects.

After any change of formation in its starting hex, a unit's available MPs are shown on the counter (less the cost of the aforesaid formation change). An infantry unit in square formation has 0 MP (not the value given on its counter), but can always move 1 hex (and must change to obstructed formation if it moves into obstructed terrain).

An artillery unit can always unlimber in its starting hex and change facing freely, ending its movement.

Each hex costs 1 MP to enter. Certain terrain may modify this MP cost. Partial map edge hexes (showing a minimum of 50%) are playable and should be taken into account when entering reinforcements and when playing the game.

Units in the same hex may be moved individually or as a stack (except during a retreat). A stack may drop off units as it moves. A dropped off unit may continue its movement when the other unit of the original stack finishes its movement. A player must complete the movement of a stack or unit before starting to move another stack or unit. Units may not enter a hex occupied by an enemy combat unit.

Artillery units in fire mode may not move and are considered to have 0 MPs. They need to limber before moving which consumes 2 MPs of the then available MPs in move mode. BUT see the Artillery rule above!

If an infantry unit wants to change from line to column formation (and vice versa) or artillery from unlimbered to limbered formation (and vice versa) the cost for this change is 1 MP for infantry and 2 MPs for artillery.

When entering obstructed terrain, a unit is considered in "obstructed formation". Turn an infantry unit on its "line formation" side. This formation change does not cost any MP. When leaving obstructed terrain, a unit enters line or column formation, pays 1 additional MP and ends its movement.

When a unit leaves a front hex of an enemy unit while moving, it triggers Reaction Fire, even when moving away from that enemy unit. See "Resolution of Fire Combat" to see how to resolve fire combat.

Note: there are reaction and defensive fire combats as well as regular fire combat during the simultaneous fire segment. The movement potential of a unit varies depending on the Divisions' order type. See the Orders section.

A unit may change its facing before starting to move or while moving. A unit may change its facing by 60 degrees in its starting hex and per hex entered. This 60-degree change of facing doesn't cost any MPs. Changes more than 60 degrees cost 1 MP total. Infantry in Line always pay 1 MP for each 60-degree facing change, including any in its starting hex.

Note: we included the + 1 cost for infantry in line to differentiate the higher mobility of an infantry unit in column.

Entering a hex adjacent to an enemy unit costs additional movement points. See playbook for differing costs to move adjacent to enemy units. BUT see the Artillery rule above! When entering a hex adjacent to an enemy unit, a unit must stop and cannot change its formation and facing, neither can it change formation when beginning its activation adjacent to the enemy.

It is possible to change formation to square as a reaction to enemy cavalry, changing to "obstructed formation" in obstructed terrain or when leaving obstructed terrain to line or column formation. Units under "Defend" order may change formation and facing if they start their activation adjacent to enemy units. See the Defend Order rule. Either incident provokes reaction fire.

Example: the division of 1st Dragoons is under "Attack" orders. Therefore, the unit may move adjacent to the Prussian 1st Sch Battalion. Entering the first hex through its front hex side costs 1 MP and changing facing by one hex corner is free. The same is true for the second hex it enters. The third and fourth hex it enters, it doesn't change facing. The last hex it enters, the unit has to pay 1 additional MP for moving adjacent to an enemy unit. The 1st Dragoons spend a total of 6 MPs. When a unit leaves the front hex of an enemy unit, it triggers reaction fire, even when moving away from that enemy unit.

Depending on the Division's orders the movement potential of a unit is modified. See the Orders section. Cavalry and artillery units may not enter obstructed terrain, unless they enter these hexes via a road or path. Cavalry and artillery units may pass from one obstructed terrain to another only through connecting roads or trails.

Example: a cavalry unit that wants to move from one woods hex to another woods hex can do so only if a road or trail runs through these two hexes and it moves using the roads.

Disengage

A unit, and stacked leader, may disengage by expending ALL of its MP and moving rearwards 1 hex, retaining its facing and formation. A unit may not disengage if under "Hold" or "Regroup" order. This special form of movement triggers reaction fire.

Terrain Effects on Movement

Terrain has two different features: Open or obstructed. See playbook for any battle specific additions such as sunken roads, cemetery, dykes etc. When crossing a slope hex side, the cost is + 1 by moving either up or down the hill.

Only limbered artillery and leader units benefit from moving along a road. While entering a hex via a road or trail these units only pay 0.5 MP per hex entered.

Units under "Strategic Movement" order may enter obstructed hexes only via road or trail hexes. Infantry stays on its "column" side of their unit counter. If attacked while under "Strategic Movement" order and in obstructed terrain, consider the unit in "obstructed formation" for combat purposes.

Fire Combat

There is only one form of combat for infantry and artillery in this game: Fire combat. There is no melee combat. To take over an enemy-occupied hex, players need to declare an assault (or in case of cavalry: charge) — which is considered fire combat at very close range.

Note: Intense hand-to-hand fighting is a gamer's dream, it has nothing to do with reality. Occasions where infantry soldiers of the era were in intensive close fights are extremely rare. The fights for Hougoumont and other built-up areas are rare exceptions. To dislodge defenders and capture enemy-occupied ground required an advance through the fire zone by the charging attacker. Advancing infantry marched in close formation toward the defender. The waiting defender unleashed one or more volleys before the charge struck home. The issue was decided within the final 50 yards. The last defensive fire either discouraged the attacker or the sight of an advancing wall of bayonets unnerved the defender and then either the attacker or the defender ran before contact.

Occasions

There are 8 occasions for fire combat:

  1. During the simultaneous fire combat segment when one of the two "fire" cubes are drawn.
  2. Defensive fire combat: when a unit is being charged it may execute fire combat.
  3. Infantry and artillery reaction fire combat: when an enemy unit is leaving an adjacent front hex while moving (not when retreating, evading, being "pushed away" or advancing) or is disengaging.
  4. Infantry and artillery reaction fire combat: when an adjacent enemy infantry unit is changing into square during enemy cavalry movement / activation (see "Forming Square When Enemy Cavalry is Approaching Infantry").
  5. Infantry and artillery reaction fire combat: when an adjacent enemy unit is changing its formation while entering / leaving obstructed terrain.
  6. Infantry and artillery reaction fire combat: when adjacent enemy units under "Defend" order change their formation.
  7. When a French and British horse artillery battery whose Division is under "Attack" or "Move" order unlimbers at the end of its movement, it is allowed to execute one fire combat following the rules below.
  8. Each artillery unit of an activated infantry or cavalry Division under "Attack", "Hold", "Defend" or "Move" orders may execute fire combat at any time during that formation's activation if it stayed unlimbered and did not move during the formation's activation. It may change facing.

Note: this reflects the offensive supporting role of horse artillery developed by the French and British army.

Procedure of the Simultaneous Fire Combat Segment

ALL eligible units may change their facing for free (but not their formation) at the start of a fire segment. The player who has the initiative starts executing fire combat with one of his eligible units. The player who fires first, selects an eligible unit on either extreme flank of his army. After execution of this fire combat, the opposing player receives the opportunity to select one unit on the same army flank to execute a fire combat.

This procedure is then repeated with each player alternately firing one unit at a time until all desired, permissible fire has been executed. To remember that a unit has executed fire, place a "Smoke" marker on each unit when it acts. Return the red "fire" AC cube to the common stock of ACs after all fire combats have been executed. Remove all "Smoke" markers at the end of the fire segment.

Note: players are advised to resolve attacks directly down the length of each army. Note also, that fire combat is considered simultaneous. Units that take an SP loss may return fire in their original state.

Resolution of Fire Combat

To resolve fire combat, players need to determine the number of firing SPs, the formation of the firing unit (in case of infantry), the quality of the firing unit, the range to the target (in case of artillery), the formation of the target, and the terrain it is in. After determining a unit's fire power, roll 2d6 and consult the fire combat table. The result is either a "-" (no result) or "#" (number of SPs lost by the target unit). Reduce the number of SPs from the target unit (after returning fire). If the target unit can't satisfy the loss due to the fire combat and is eliminated, and if there is a unit underneath, then that unit has to take the remaining losses.

If a unit suffers a "*" result due to fire combat make a "Stand Check" (see "Stand Checks") and check for a potential leader casualty. If it fails, it retreats. If the top unit of a stack is eliminated due to fire combat, the remaining unit in the hex also needs to make a "stand check".

Refer to the Combat charts and play books for game specific DRMs. Modifiers of firing SPs are cumulative. If there are two infantry units in line or column in a hex, only the top infantry unit in the hex may fire. A maximum of 4 infantry SPs in line formation may fire from a hex, independently of how many SPs the top unit in a stack has. SPs of infantry in line are multiplied by 2 when executing fire combat.

Example Eylau: there are two Russian units in line in a hex. The top unit has 3 SPs, the unit underneath has 6 SPs. The top unit fires against a French column. Only the 3 SPs of the unit on top of the stack are counted for the fire combat. As the unit is a Russian unit in line firing against an infantry column it doesn't get a + 1 DRM for the resolution of the fire combat. The Russian players multiplies the 3 SPs by 2 and rolls 2d6 in the 6/8 column on the Fire Combat table.

Note: Even when you have 4 or more SPs in a hex, with just 150 meters per hex this is the number of men that can effectively participate in a fire combat. There are modifiers for different nationalities and kinds of units for the resolution of fire combat.

An infantry unit in column formation can only fire with 2 SPs. When it has more than two enemy units adjacent to its front hexes, the player needs to decide how to split its 2 SPs fire strength.

Infantry in square has all around facing and the total SPs of the square are divided by 3 with fractions rounded up. After this calculation, a maximum of 2 SPs each can fire into three different hexes.

Example: two Russian infantry units form a square. One unit has 2 SPs and the other has 3 SPs. Total 5 SPs. The square can fire into three different hexes with 2 SPs each.

Infantry in obstructed terrain has all around facing. Divide its SPs by 3 with fractions rounded up. After this calculation, a maximum of 2 SPs each can fire into three different hexes.

Light infantry (like Chasseurs, Tirailleurs, etc.) may fire up to 3 SP per hex side from obstructed terrain. Light infantry SPs are not divided by 3, but may fire at multiple targets up to their SP total.

Example: A French Chasseur infantry unit with 8 SPs in a village can execute 4 fire combats with 2 SP each. Or it can execute two fire combats with 3 SP each and one fire combat with 2 SP.

If there is an infantry in line and an unlimbered artillery unit in the same hex, they may both fire, at the same or different targets. They may not combine fire.

An unlimbered artillery unit stacked with infantry in square can execute fire combat. It is considered to have all around facing and its SPs are divided by 3 with fractions rounded up for fire combat. The stacked units may not combine fire.

If an artillery or infantry unit could fire at more than one adjacent target, the player MUST split its fire strength. The player can split the fire strength any way he wants but at least 1 SP must fire at each eligible target.

Example: A French infantry unit with 6 SPs in line formation has an enemy infantry unit in each of its two front hexes. One is in column, one is in line. A maximum of 4 SPs may fire out of the hex. The French player must split its fire strength and decides that 2 SPs fire at each of the two hexes. So, the firing unit in line has 4 Fire Strength (2 SPs × 2 being in line) for each fire combat and the target unit in column is fired at with a DRM of + 1. When splitting fire strength, the French player could also have 1 SP fire at the enemy unit in line and 3 SPs against the enemy unit in column.

Units in different hexes may fire at the same target but don't combine their fire strength. They fire individually. A target may be fired upon more than once in the same fire segment.

Infantry can only fire at units in adjacent front hexes. Infantry in line that is fired on through its flank is considered an infantry target in column.

Cavalry can't execute any fire combat.

Artillery Fire

Artillery can only fire when in fire mode (i.e. unlimbered). Up to 8 SPs of artillery may fire from the same hex. In contrast to infantry fire, not only the top artillery unit of a stack may fire. Stacked unlimbered artillery must have the same facing. A stack of artillery units may split its fire to target more than one enemy unit but must combine its fire strength when firing at the same target. Only one type of artillery may fire at the same hex.

Note: This is to avoid the gamey effect, that if a stack contains heavy and light artillery the player splits the fire in a way to create fire combats that contains heavy and light artillery to obtain the + 1 DRM for heavy artillery. When lined up in fire mode a gun needed approximately 8–12 meters of space behind it for its crew, the ammunition wagons, draft horses and gun carriages.

Artillery units have a range between 6 hexes (light artillery, horse artillery), 8 hexes (foot artillery) and 9 hexes (heavy artillery). When counting range, don't count the hex the firing artillery unit is in but count the hex of the target unit.

Example: The French 13/5 artillery battery fires at the Russian unit at a distance of 4 hexes.

Depending on the range and their target the numbers of firing SPs are modified according to the fire table. Roll 2d6 to resolve the fire combat and apply possible DRMs.

Example Eylau: There are two Russian batteries in one hex. Each battery has 2 SPs. The player decides that all 4 SPs fire at French infantry unit in line, three hexes away. This is considered short distance. The 4 SPs are multiplied by 2 giving the Russian player 8 Fire Strength Points. The target unit is in line, so there is no DRM. The Russian player rolls 3 and 5 (total 8) on the 6/8 column resulting in 1 SP loss to the French unit.

Cavalry Evasion

Cavalry units may always evade by retreating one hex if an enemy infantry or artillery unit is in an adjacent hex at the beginning of a simultaneous fire segment, if an enemy infantry unit moves adjacent OR if the opposing player declares a charge with an infantry unit.

Evasion doesn't trigger reaction fire or a reaction charge. An evading cavalry unit doesn't change its facing. Evasion is not a form of retreat. A cavalry unit is not "tired" after executing evasion. Evasion is not allowed if any units block the movement.

An evading cavalry may not end its evasion in a hex adjacent to an enemy unit but must continue the evasion until it reaches a hex not adjacent to enemy units. An evading cavalry may evade into an obstructed hex via a road only and becomes tired.

Cavalry in a dyke, sunken road, or any obstructed hex on a road does not benefit from terrain modifiers if assaulted as it cannot deploy. If enemy infantry move adjacent, the cavalry may evade, and will be flipped to tired. If the cavalry does not evade it suffers negative DRMs from flank or rear and is considered to be under "Strategic Movement" order for this assault which incurs a further negative DRM.

An infantry unit that moved adjacent to a cavalry unit can continue to move with its remaining MPs should the cavalry evade. An infantry unit that declared an assault against a cavalry unit may occupy the vacated hex should the cavalry evade.

Leaders in Combat

Leaders have different functions in the game as described in the Orders section. The main role of leaders is to control their combat units or for higher level leaders, like Corps and Army leaders, to issue orders. Leaders may be stacked with combat units. Leaders that are stacked with combat units of their formation that are involved in an attack / charge may grant DRM attacking or defending. They may also suffer casualties and they need to retreat at the same rate as the unit(s) they are stacked with due to a failed Hold or Stand Check.

Whenever a unit suffers a "*" result in a fire combat, the owning player immediately checks for leader casualties before any stand checks are taken. A 2d6 of 12+ triggers a leader casualty roll when a leader is accompanying an assault / charge. If more than one leader is present in a hex, the higher ranking leader is relevant for providing DRM and for eventual leader losses. If they have the same rank, owning player chooses.

Casualty roll: roll 1d6. On a 1–3 there is no effect, on a 4–6 the leader becomes a casualty. If the French player rolls for Napoleon, a result of 1–5 has no effect, only on a 6 he becomes a casualty.

If Napoleon becomes a casualty, the French player loses the game. For any other leader casualty, the owning player loses 2 AFPs. When a leader becomes a casualty turn the counter onto its back side and use the values of the "replacement" leader. If a replacement leader becomes a casualty, the player loses 1 AFP and the player continues the game with the "replacement" leader.

A unit may freely move into a hex that only contains an enemy leader (or leaders, if stacked). In such a case, the leader is placed on top of the closest friendly unit (chosen by the owning player in case of tie).

Note: Napoleon has lots of protection and it is very unlikely that he gets killed. We also want to avoid the ahistorical "chicken" way that the Coalition player adopts a game style of "hunt Napoleon".

Line of Sight

Line of sight checks are relevant for artillery fire, infantry attempting to form square, retreats and units moving under "Retire" orders. An artillery unit may fire at targets that are not adjacent. In order to fire at a distance, the artillery needs a free line of sight (LOS). If the LOS is blocked the artillery can't fire at the target. Higher elevation, obstructed terrain and combat units are considered blocking features and block the LOS if the artillery unit and the target are on the same level.

Example: a hex with woods is considered a blocking feature and therefore blocks LOS.

Example: The green line points to a target that the artillery can fire at, the targets connected by red lines can't be fired at. The Russian 7D artillery targets the French 1DD on higher ground. The blocking feature (the hillside) is closer to the Russian unit, therefore LOS is blocked. The French 1/5 battery can fire on the Russian "Vla" battalion because the blocking feature is not closer to the target while it can't fire on the Russian "Mus" battalion because the blocking feature is closer to the target.

If the target is on a higher level the LOS is blocked if the blocking feature is closer to the firing unit. If the target is on a lower level the LOS is blocked if the blocking feature is closer to the target.

LOS is judged from the center of the artillery unit's hex to the center of the target's hex. Blocking features in the firing hex or the target's hex don't block LOS. LOS can be traced along the hex side of an obstructed hex only if the adjacent hex is open terrain.

If the LOS from artillery bisects front and flank of a unit, the target enemy gets hit on the front.

Assault

Occasions

Units of a Division with an "Attack" order may assault after movement of all units of the activated formation is finished. When a unit wants to enter an enemy occupied hex, it must declare an assault. All assaults / charges must be declared before starting to execute assaults. The order of executing declared attacks is up to the attacking player. Assaults are carried out one at a time, and are not considered simultaneous. On occasion, assaults may not be carried out should attackers fail a Stand Check.

Note: Infantry units trying to take an enemy occupied hex is called "assault". An assault executed by a cavalry unit is called "charge". The procedure is identical. We differentiate here for historical flavor only. So, whenever you read "assault" or "charge" it may concern either an infantry or cavalry unit attacking into an adjacent hex.

Initial Cavalry Charge Declaration: Active cavalry units must declare the start of a charge at 3-hex distance against a specified target hex. Should the active cavalry begin their activation closer than 3 hexes from the target, then the charge must be declared immediately. After declaration the cavalry regiment must end its move adjacent to the enemy target, unless countered by an enemy reaction charge. The charging cavalry MAY cancel the assault if the target is infantry who successfully form square, but will become tired.

Procedure

  • Defending units can react with ONE 60 degree facing change per enemy activation when assaulted / charged.
  • The defender executes defensive fire combat if attacked through its frontal hexside after any facing change as per the first bullet point.
  • Should the attackers not be forced to retreat, determine the DRM due to the odds ratio. When calculating the odds ratio count all the SPs of the charging / assaulting units and the SPs in the defender's hex (unlike fire combat when a maximum of 4 SPs may fire from one hex).
  • The attacker rolls 2 dice, applies possible DRM and applies the result (see Assault / Charge Table).

All DRMs are cumulative. When part of the same division, several stacks may combine to assault a single defending hex. Each of the assaulting / charging units must be adjacent to another of the assaulting / charging units. A single stack can't split its attack into several hexes.

When calculating odds, always round up 0.5 to the next higher ratio.

Example: 3 SP vs. 2 SP is 2:1 odds and 4 SP vs 3 SP is 1:1 odds.

Note: Please note that there are different DRM for SP odds for cavalry and infantry attacking.

A unit can only assault / charge through its front hexes. Artillery may never assault. Infantry and cavalry may not combine to assault / charge.

When a cavalry units starts its activation adjacent to an enemy unit it is going to charge the charge is considered to be "short distance" and the charging unit(s) gets a + 2 DRM.

Apply + 1 DRM for each SP loss an attacker has just suffered due to defensive fire.

Cavalry may not charge into obstructed terrain (even along a road). Cavalry in a dyke, sunken road, or any obstructed terrain on a road does not benefit from terrain modifiers if assaulted as it cannot deploy.

The assaulted / charged unit(s) and units adjacent to the charging units that have not been or will not be assaulted themself may execute defensive fire according to the fire combat rules. If the hex is assaulted / charged by several stacks the defender MUST split its defensive fire, at least 1 SP must fire at each eligible target. The defender can only execute defensive fire into its front hexes.

Note: If assaulted solely through the rear or into a flank, a unit can't execute defensive fire.

Results of Hold Check

If the assaulting / charging unit(s) survive the defensive fire combat (no elimination nor retreat) the defender must check to hold the hex. Roll 2 dice. If the result is equal to or higher than 8 the defender holds the position and the attack / charge failed. Both attacker and defender stay in their hexes.

If the result is 9 or more, the defender holds the position and the attacker loses 1 SP. A 2d6 of 12+ requires a leader casualty roll. See "Cancelled Assaults" / Leaders in Combat.

If the result is 8, the defender holds the position and both defender & attacker lose 1 SP (total). Losses are always first taken by the top unit if there are two units attacking from or defending in the same hex. When attacking from more than one hex, the owning player decides which unit takes the loss.

If the result is 7 or less, the assaulted / charged unit(s) loses 1 SP (each) and retreats if assaulted by infantry. If charged by cavalry the charged unit(s) retreat and infantry unit(s) lose 2 SP (each). Charged cavalry units retreat and lose 1 SP and become tired.

When an assault against a stack containing infantry and artillery results in a loss for the defending units, infantry takes the SP losses first. Artillery only take SP losses if the infantry is eliminated.

Note: Infantry units that retreat due to a cavalry charge lose more men, morale and cohesion than being routed by an infantry unit. Just to clarify the above rule: If the result of the Hold Check is 7 or less, a stack of two units retreats as one stack and lose 1 (2) SP(s) each.

If after resolution of the assault / charge the defending hex is empty (due to elimination or retreat), the assaulting / charging unit(s) may enter the hex. After the advance, stacking limits must be applied. Advancing units keep their formation but may choose any facing. If the charging units have different formations (attacking from two different hexes) the owning player of the advancing units must decide which units to advance. When a unit advances after combat it doesn't draw reaction fire nor a reaction charge.

Example: A fresh elite cavalry with 3 SPs charges a veteran infantry with 6 SPs in line. The charge is at short distance. The defensive fire was without result. The first DRM is + 1 because of the odds of 1:2. Because the cavalry is charging at short distance there is a DRM of + 2. An elite unit is charging (− 1 DRM) a veteran unit (− 0 DRM). As the cavalry is attacking an infantry in line there is a DRM of − 3. The net DRM is − 1. The attacker rolls a 3 and a 5 for a total of 8 which is modified to a 7. The charged unit loses 2 SPs and retreats its full movement points. If there are any adjacent units to the retreating unit they need to test if they stand and hold their position. The cavalry becomes tired.

Example: In the example above, if the charged infantry unit holds the position with a modified dice roll of 11, the cavalry unit would end its movement in the hex adjacent to the infantry unit, loses 1 SP and becomes "tired" – flip the unit to its back side.

Example Eylau: A stack of two French Guard Grenadier infantry battalions (4+5 SPs) in column formation with their Divisional commander Bessières is assaulting a Russian infantry battalion (3 SPs) in square formation. The division of the Russian unit is under a "Hold" order. The defensive fire was without result. The DRMs are as follows: − 2 for the odds ratio of 3:1 (9 SPs assaulting 3 SPs); + 1 defending Russian unit; + 1 for the "hold" order of the division of the Russian unit; + 1 for a square being attacked by infantry; − 3 for the assaulting French Guard Grenadiers; − 2 for the leadership rating of Bessières. This gives a DRM of − 4. The French player rolls a 3 and a 5. The result of 8 is modified to 4. The Russian square breaks, loses 1 SP, enters column formation and retreats. The French player advances into the vacated hex and may choose the facing of the advanced units.

Cavalry Reaction Charges

A unit moving adjacent to enemy cavalry risks a reaction charge. Additionally, a unit moving within 2 hexes of enemy light cavalry* risks a reaction charge.

Light cavalry classes are: Dragoons, Hussars, Mamelukes, Chasseurs à Cheval, Cossacks and Lancers.

The target of the reaction charge must be within line of sight, and within any of the cavalry's four front-facing hexes. Cavalry may only reaction charge if under "Defend", "Attack", "Move" or "Hold" orders and may not be tired. A stacked Division / Brigade leader may accompany the reacting cavalry. The reacting cavalry must not be the target of an existing charge declaration.

The reaction charge must be declared immediately and cancels any planned assault / charge by the target unit, even if the reaction charge is unsuccessful. The reaction charge is resolved immediately, the reacting cavalry are considered the attacker. If adjacent, the reacting cavalry will suffer a + 2 short distance (adjacent) DRM. A light cavalry reaction charge beginning 2 hexes (one intervening hex) from the intended target does not suffer the + 2 short distance DRM.

Two or more cavalry units may combine to reaction charge against the same target. Reaction charges may attract defensive fire. Counter-reaction charging is not permitted.

If the target of a reaction charge is infantry, they may attempt to form square, even if they have already changed formation earlier in their activation. If successful, the cavalry may cancel their reaction charge after their movement but will become tired.

Tired Cavalry

A cavalry unit that has charged, reaction charged or conducted a retreat becomes tired. Flip the counter of the regiment to its back side. The unit keeps the same facing. A "tired" cavalry has less movement points to use, and a negative die roll modifier when charging. A "tired" cavalry unit can execute a charge and stays tired. A "tired" cavalry gets a + 2 DRM when charging and a − 2 DRM when defending. All "tired" cavalry regiments are flipped to their fresh side at the end of the activation segment.

Note: horses were pretty exhausted after executing a charge. It took them some time to recover. In addition to that, the commander of a regiment needed a good amount of time to bring his troops back to proper order. A charge needs some preparation to be executed effectively. The relatively low movement potential of cavalry doesn't mean that a cavalry unit couldn't move faster, but rather shows the preparation, and planning it took to get the formation into effective battle order.

Cancelled Assaults

Units that had assaults cancelled because the target was pushed away or retreated beforehand may advance into the hex targeted for assault.

Die Roll Modifiers

DRMs are cumulative for all combats unless otherwise specified (e.g. slopes, streams etc.); In addition, if contradictory DRM are applied to a defender's formation in combat, use the least harmful for defending units.

Example 1: Two cavalry units attack an infantry unit. One cavalry is tired, the other is not. The + 2 DRM for tired cavalry is used. This DRM is not cumulative per cavalry unit.

Example 2: Two cavalry units charge an enemy cavalry unit. One charging cavalry is heavy, the other is not. The − 2 DRM for charging heavy cavalry is not used.

Example 3: An infantry unit is assaulted by two enemy infantry units. One assaulting unit is attacking downhill and in the rear of the defending infantry unit. The second assaulting infantry unit is on the same level as the defending unit and attacking its flank. Therefore the DRM are: − 2 for being assaulted in the rear, − 3 for being assaulted in the flank. The − 2 DRM for attacking downhill is not applied as one assaulting infantry unit is on the same level as the defending infantry unit. The total DRM is − 5.

Stand Checks

Occasions and procedure. A unit needs to check if it stands when:

  • a unit / stack of units suffers a "*" result in a fire combat.
  • an adjacent friendly infantry or artillery unit / stack of units retreats or is eliminated due to an assault / charge or fire combat. Eliminated, evading or retreating cavalry don't trigger stand rolls.
  • the top unit in a stack is eliminated.

To check if a unit stands or retreats roll 2D6. For each of the three occasions above there are different possible modifiers. These DRM are cumulative. The − 2 DRM for enemy cavalry within 3 hexes only applies to infantry and artillery in non-obstructed hexes. When two units are in the same hex, you check once for the whole stack, using the top unit's quality.

Attention: units DO NOT check to stand if a friendly unit moves adjacent during its retreat.

Example: If a Russian elite unit is rolling to stand, there are two modifiers: + 1 for Russian unit and + 2 for elite. When the modified dice roll is lower than 6, the LEAD unit loses 1 SP and the stack retreats.

Example: A unit is next to a unit / stack that is eliminated due to fire combat (DRM − 2). The unit is an elite unit (DRM + 2) and within 3 hexes of an enemy cavalry unit (DRM − 2). The player rolls 7 which results in 5. The unit does not pass the check. It loses one SP and retreats.

Note: You will note the possible huge chain reaction if you don't leave gaps in your line. We decided to have a unit only roll once per enemy activation to reduce a "dice roll festival".

Note: A Hold Check is necessary to determine if an assault / charge fails or not. A Stand Check is necessary to determine if units retreat due to events that happen to friendly units in the same or adjacent hexes due to an assault / charge, a * result during fire combat or if the top unit in the stack is eliminated.

Terrain Effects on Combat

Terrain has two different characteristics: Open or obstructed. Woods, villages and special geographical features (like the cemetery in Eylau 1807 and the sunken road in Quatre Bras 1815) are obstructed terrain. On the fire combat and charge table players will find different DRM for combat. Obstructed terrain may also block a LOS. See the terrain effects chart.

To gain the defensive DRM (+ 2) being charged uphill all attackers must assault uphill. To gain the offensive DRM (− 2) charging downhill all attackers must assault downhill. Infantry units assaulting from and into obstructed terrain get + 2 DRM for each, excluding Light infantry and Guard infantry, who were specifically trained for this role.

Losses

Units lose SPs due to fire combat, as a result of a retreat, result of a Hold Check and if they fail a Stand Check. They also lose SPs by retreating adjacent to enemy units or not retreating the full distance. Artillery may lose SPs failing to limber and infantry lose an SP by failing to form square when charged by cavalry.

Indicate each SP loss by placing an SP marker beneath the unit to show its new strength. If a unit is at full strength there is no need to use an SP marker. When a unit's strength is reduced to zero, the unit is removed from the map. When a unit is removed from the map, all friendly units stacked with and adjacent to it need to carry out a Stand Check.

A player must immediately pay 1 AFP (2 if a Guard unit → any nationality) to the supply pool when a unit is eliminated. SP markers below enemy units can only be examined before an assault.

A unit in square formation that has fewer than 3 SPs due to losses in fire combat changes immediately to column formation and stays in place. Units in square formation that suffer an SP loss as a result of an "8" in Assault / Charge combat will change to column formation should their SPs be reduced to 2 or less.

Example: A French Line infantry battalion with 6 strength points printed on the unit's counter loses its last SP due to artillery fire. The unit is taken off the map and the French player pays 1 AFP to the supply pool.

Retreats

Units have to retreat due to a missed "Stand" or "Hold Check". "Stand Check" retreats are conducted immediately after a failed "Hold Check" due to an assault / charge.

Length of retreat: A retreating infantry or artillery unit retreats a number of hexes equal to its printed MP. A retreating cavalry and horse artillery unit retreats a number of hexes equal to half its printed MP. Round fractions up. Ignore facing and terrain costs while retreating.

Cavalry units may not retreat into obstructed hexes, not even while moving along a road. If there is no other possible retreat path the unit loses 1 SP for each hex that it can't retreat. Cavalry becomes tired after executing a retreat.

Unlimbered artillery that is forced to retreat may try to limber and retreat. The owning player rolls 1d6 to check if the battery is able to limber and flee: a horse artillery battery limbers on a die roll of 3–6, all other batteries limber at a roll of 5 or 6 and retreats according to the retreat guideline. If an artillery battery fails to limber, it's eliminated and doesn't retreat.

Note: in these cases, the artillery crews retreat with the infantry units but they leave their guns and most equipment behind. The guns that are left behind are made useless by the advancing attacker.

Units in square formation that have to retreat adopt column formation before starting to retreat. A unit may adopt any facing at the end of its retreat. A unit that has to retreat beyond the map edge, loses 1 SP per hex that cannot be retreated.

Retreat direction priorities:

  1. Each hex the unit retreats into must increase the distance between it and the triggering enemy unit(s).
  2. Do not retreat into any hex that is occupied by friendly units (even where stacking would not be violated) units unless there are no other eligible paths. In such a case the friendly units are pushed back the distance required to make space for the retreating units to complete it's retreat.
  3. You must not retreat into any hex that brings the retreating unit closer to an enemy unit in LOS, unless there are no other eligible paths.
  4. The direction of a retreat is generally according to the compass on the map. See play book for each specific battle.
  5. If a unit can't avoid moving adjacent to enemy occupied hexes it loses 1 SP each time it retreats adjacent to an enemy unit.

If all hexes adjacent to a unit that has to retreat are occupied by enemy units, blocking terrain or friendly units that cannot be pushed back, the retreating unit immediately surrenders and is eliminated. If eliminated the owning player must pay 1 AFP (2 if the eliminated unit is a Guard unit → any nationality) back to the supply.

If both units of a stack retreat due to a failed "Stand Check", that stack needs to retreat as one unit and may not fan out. If stacked retreating units have different MPs, move both at the rate of the top (lead) unit.

Push-Back

If the retreat path is blocked by friendly units, the blocking units are pushed back (displaced). They displace as many hexes as necessary to open a clear retreat path for the retreating unit. If necessary, subsequent units are also pushed back.

Units that are pushed back keep their formation, and can change their facing. Displaced unlimbered artillery limbers up and does not suffer SP loss. Displaced squares do not need to change to column or line unless displacing more than one hex.

Note: Leaders don't block retreat paths and pushbacks.

Example Quatre Bras: the French 2/61st infantry have failed a Stand Check and must retreat their full movement allowance. Adjacent friendly units have passed their Stand Checks. To fulfill retreat priorities, 2/61st must push-back the 4th of the 2nd infantry as the 2/61st are required to increase the distance between itself and the triggering enemy unit as the highest priority. The push-back path is highlighted with a black arrow, the retreat path with blue arrows.

Recovery

At the end of the Activation Phase units may recover SP when their division is either under "Regroup", "Hold" or "Retire" orders and in command range. A unit may never recover full strength; the first lost SP can never be regained.

Note: a unit that has already seen combat action and suffered losses will not have its full effectiveness for the rest of the battle.

A unit that is eliminated may not be brought back onto the map by recovering SPs.

Note: An eliminated unit has a high level of loss in men (dead, wounded, stragglers) and material but also a loss of leadership and cohesion. The soldiers that are not killed or wounded are lost individually or in small groups. Men bringing wounded to the back, deserted, isolated or taken prisoner. The unit's fighting spirit is broken. The unit simply doesn't function as a formation capable of fighting anymore.

At the end of the Activation Phase, all units of a division within command range and under "Regroup" orders may rally 1 SP and raise the SP marker beneath the unit by 1.

Divisions under "Hold" orders and within command range may rally 2 SP and raise the SP marker of 2 units of their division by 1.

Example: the 2nd Division of III French Corps is under "Hold" orders. The units of this division may not move. They are meant to hold their position. They may fire in the simultaneous fire segment. The French player doesn't need to activate the division by an AC. When the Activation Phase is finished the player may rally 1 SP of two of the units.

Divisions under "Retire" orders and within command range may rally 1 SP and raise the SP marker of 1 unit of their division by 1.

Example: 1st/IV Division is under "Retire" orders. The French player doesn't need to activate the division by an AC. At the end of the Activation Phase the player may raise the SP marker of one unit in that division by 1.

A division under these recovery orders need not to be "activated" by an AC in order to recover lost SPs.

Note: The meaning of this kind of order is: the commanding officer is focused on either retiring his division or holding a position and he and his subordinates are able to rally at least some of their men or reestablish better cohesion. Units under these orders are vulnerable to enemy attacks. So, it would be smart to move these units to a quiet spot first and then start the rally process, if at all possible (which often is not). But this will cost the player orders and valuable ACs.

Reinforcements

Formations that enter the map are under "Strategic Movement" or "Move" orders. Players must spend an AC to move arriving reinforcements onto the map. They don't enter the map automatically.

Reinforcements arrive on the designated map edge or hexes and they pay the terrain costs to enter these hexes. They must observe the stacking requirements. Reinforcements enter the map with their full movement allowance. Reinforcements can enter the map in various hexes or in a single hex (owner's choice). If multiple stacks enter on the same hex, the second stack pays + 1 MP, the third stack pays + 2 MP and so forth.

Corps leaders that are available as reinforcements in a game turn don't move during the "Order Phase" but enter the map when units of one of their formations they are arriving with enter the map.

If a specific entry hex is within 5 hexes of an enemy unit, players must choose the next eligible hex that is not within 5 hexes of an enemy unit.

Smoke Optional Rules

Sharp players may have already noticed that the smoke counters used to indicate fired units in the red fire cube phase have 2 sides, "smoke-1" and "smoke-2". We have now fine-tuned and tested a great mechanic to simulate the fog of war. When artillery units fire, a "smoke-1" counter is deployed along the line of fire, placed adjacent to the firing battery (not on top as in the red fire cube phase). Any subsequent fire through this smoke hex will attract a − 1 DRM. However the smoke will dissipate over the following 2 activations. At the end of the following activation, flip the smoke counter to "smoke-2". At the end of the next, remove the smoke counter, or flip back to "smoke-1" should the same unit fire once more. Smoke does not block line of sight, and covers all elevation levels. We took a firm decision not to use smoke for infantry firing.

Expanded Sequence of Play

  1. Weather Phase (check Playbook for specific weather rules)

  2. Command Phase. Players may move Army and Corps leaders. Players may secretly and simultaneously issue orders to formations, paying the requisite AFPs to do so. See the Orders section.

  3. Determine the number of available Activation Cubes for each army by checking the playbook scenario details.

  4. Compare Initiative Points to determine which player has the initiative for the turn. See the Initiative section. Place all ACs and the requisite amount of Fire Cubes in a bag, keeping a reserved cube aside for the player with initiative.

  5. Activation Phase. The player with the initiative activates the selected formation on the Army Sheet by placing the reserved cube in the "First activation" box. Subsequent activations are via a random cube draw from the bag. Players may not activate more than 3 consecutive formations, even if interrupted by a Fire Cube.

    The activated formation may execute actions permitted by the order assigned to it in that turn. Units out of command of the formation leader may always move toward the leader, irrespective of the parent formation's order. After unit movement, leaders always move last.

    Cavalry may declare an "initial charge" during their movement. See the Assault section.

    The opposing player may "Reaction Charge" against moving infantry / cavalry / artillery units with eligible fresh light cavalry. See "Cavalry Reaction Charges".

    After all movement is completed, the active player declares all remaining assaults / charges. These are resolved one at a time, in any order the active player prefers.

    The opposing player follows the procedure for defensive fire. Any failed Stand Check result is applied immediately to the attacking unit(s) and may result in further Stand Checks for adjacent units, which may cause assaults / charges to be cancelled.

    After the current formation's activation is completed, draw a randomly selected activation cube from the bag. Check playbook for scenario details on when turn ends.

1d6
  • 2d6 — roll two 6-sided dice and add them
  • Finally, move the turn marker one box clockwise. Go back to phase 1. The sequence of play is repeated until a winner is determined, or the last turn of a scenario is completed.
  • After all ACs are drawn, recover SPs for units in command from formations with Regroup, Retire and Hold Orders.

  • Flip all "Tired" cavalry units to their front side.

  • Move the turn marker to the next game turn. Begin with the Command Phase and repeat phases 4–7.