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First Victories: Wellington versus Napoleon

First Victories: Wellington versus Napoleon Rulebook

Table of Contents

Table of Contents

  • Part I: Soldiers Game
  • 1 Introduction
  • 2 Game Components
    • 2.1 Rules
    • 2.2 Charts
    • 2.3 Dice
    • 2.4 Counters
      • 2.4.1 Leaders
      • 2.4.2 Infantry
      • 2.4.3 Cavalry
      • 2.4.4 Artillery
      • 2.4.5 Markers
  • 3 Terminology
  • 4 Sequence of Play
    • 4.1 Command Segment
    • 4.2 Player Turn
      • 4.2.1 Recovery Segment
      • 4.2.2 Fire Segment
      • 4.2.3 Non-Phasing Artillery Segment
      • 4.2.4 Movement Segment
      • 4.2.5 Reserve Segment
      • 4.2.6 Close Combat Segment
    • 4.3 End of Turn Segment
  • 5 Command
    • 5.1 Player Initiative Check
      • 5.1.1 Number of Orders
      • 5.1.2 Random Events
    • 5.2 Leaders
      • 5.2.1 Leader Modifiers
      • 5.2.2 Capture
      • 5.2.3 Replacements
      • 5.2.4 Aides-de-camp
    • 5.3 Command Status
      • 5.3.1 Command Range
      • 5.3.2 Garrisons
      • 5.3.3 Attachments
  • 6 Stacking
    • 6.1 Combat Unit Restrictions
      • 6.1.1 Joining a Stack
    • 6.2 Stacking Order
  • 7 Units and Formations
    • 7.1 Facing
      • 7.1.1 Artillery
      • 7.1.2 Changing Facing
    • 7.2 Formation Changes
    • 7.3 Column
    • 7.4 Line
    • 7.5 Road Column
      • 7.5.1 Stacking
      • 7.5.2 Artillery
      • 7.5.3 Morale
      • 7.5.4 Combat
    • 7.6 Skirmishers en Tirailleurs
  • 8 Morale
    • 8.1 Morale Checks
    • 8.2 Rally Checks
    • 8.3 Disorder
    • 8.4 Shaken
    • 8.5 Broken
    • 8.6 Rout
  • 9 Movement
    • 9.1 Voluntary Movement
      • 9.1.1 Movement Allowance
      • 9.1.2 Stacking
      • 9.1.3 Road Column Movement
      • 9.1.4 Hex Based Movement
    • 9.2 Retreat Movement
      • 9.2.1 Retreat
    • 9.3 Reinforcements
  • 10 Zones of Control
    • 10.1 Entering EZOC
    • 10.2 Leaving EZOC
  • 11 Line of Sight
    • 11.1 Determining Height
    • 11.2 Potential Obstructions
      • 11.2.1 Combat Units
      • 11.2.2 Contours
      • 11.2.3 Military Crests
      • 11.2.4 Ridges
    • 11.3 Determining LOS
      • 11.3.1 Blocking Hexes
      • 11.3.2 Determining the Slope
      • 11.3.3 LOS Examples
  • 12 Fire Combat
    • 12.1 Conducting a Fire Attack
      • 12.1.1 Range
      • 12.1.2 Restrictions
    • 12.2 Fire Strength
      • 12.2.1 Fire Strength Modifiers
    • 12.3 Fire Attack Resolution
      • 12.3.1 Fire Chart Results
  • 13 Close Combat
    • 13.1 Assault
      • 13.1.1 Initiating Assaults
      • 13.1.2 Assault Restrictions
      • 13.1.3 Conducting an Assault
      • 13.1.4 Attacker Morale Check
      • 13.1.5 Defender Morale Check
    • 13.2 Charge
      • 13.2.1 Initiating Charges
      • 13.2.2 Charge Restrictions
      • 13.2.3 Conducting a Charge
      • 13.2.4 Defender Morale Check
      • 13.2.5 Regroup
  • 14 Reactions
    • 14.1 Triggering Reactions
    • 14.2 Reaction Fire
      • 14.2.1 Infantry
      • 14.2.2 Artillery
      • 14.2.3 When
    • 14.3 Reaction Formation Change
      • 14.3.1 When
    • 14.4 Reaction Charge
      • 14.4.1 When
      • 14.4.2 Reaction Charge Check
      • 14.4.3 Conducting a Reaction Charge
  • 15 Terrain Effects
    • 15.1 Hexside Terrain Features
      • 15.1.1 Hexside Obstacles
    • 15.2 Fortified Posts
      • 15.2.1 Fortified Buildings
      • 15.2.2 Earthworks
      • 15.2.3 Fortified Posts & Cavalry
  • 16 Weather Effects
    • 16.1 Twilight
    • 16.2 Night
  • Part II: Battalion Game
  • 1 Introduction
  • 2 Game Components
    • 2.1 Rules
    • 2.2 Charts
    • 2.3. Dice
    • 2.4 Counters
      • 2.4.1 Leaders
      • 2.4.2 Infantry
      • 2.4.3 Cavalry
      • 2.4.4 Artillery
      • 2.4.5 Markers
  • 3 Terminology
  • 4 Sequence of Play
    • 4.1 Command Segment
    • 4.2 Player Turn
      • 4.2.1 Recovery Segment
      • 4.2.2 Fire Segment
      • 4.2.3 Non-Phasing Artillery Segment
      • 4.2.4 Movement Segment
      • 4.2.5 Reserve Segment
      • 4.2.6 Close Combat Segment
    • 4.3. End of Turn Segment
  • 5 Command
    • 5.1 Player Initiative Check
      • 5.1.1 Number of Orders
      • 5.1.2 Random Events
    • 5.2 Leaders
      • 5.2.1 Leader Modifiers
      • 5.2.2 Capture
      • 5.2.3. Replacements
      • 5.2.4 Aides-de-camp
    • 5.3 Command Status
      • 5.3.1 Command Range
      • 5.3.2 Garrisons
      • 5.3.3 Attachments
  • 6 Stacking
    • 6.1 Combat Unit Restrictions
      • 6.1.1 Joining a Stack
    • 6.2 Stacking Order
  • 7 Units and Formations
    • 7.1 Facing
      • 7.1.1 Artillery
      • 7.1.2 Changing Facing
    • 7.2 Formation Changes
    • 7.3 Column
    • 7.4 Line
      • 7.4.1 Covered Flanks
    • 7.5 Road Column
      • 7.5.1 Stacking
      • 7.5.2 Artillery
      • 7.5.3 Morale
      • 7.5.4 Combat
  • 8 Morale
    • 8.1 Morale Checks
    • 8.2 Rally Checks
    • 8.3. Disorder
    • 8.4 Shaken
    • 8.5 Broken
    • 8.6 Rout
  • 9 Movement
    • 9.1 Voluntary Movement
      • 9.1.1 Movement Allowance
      • 9.1.2 Stacking
      • 9.1.3 Road Column Movement
      • 9.1.4 Hex Based Movement
    • 9.2 Retreat Movement
      • 9.2.1 Retreat
    • 9.3 Reinforcements
    • 9.4 Disorder Checks
      • 9.4.1 Disorder Check
    • 9.5 Force March
  • 10 Zones of Control
    • 10.1 Entering EZOC
    • 10.2 Leaving EZOC
  • 11 Line of Sight
    • 11.1 Determining Height
    • 11.2 Potential Obstructions
      • 11.2.1 Combat Units
      • 11.2.2 Contours
      • 11.2.3. Military Crests
      • 11.2.4 Ridges
    • 11.3 Determining LOS
      • 11.3.1 Blocking Hexes
      • 11.3.2 Determining the Slope
      • 11.3.3. LOS Examples
  • 12 Fire Combat
    • 12.1 Conducting a Fire Attack
      • 12.1.1 Range
      • 12.1.2 Restrictions
      • 12.1.3 Fog of War
    • 12.2 Fire Strength
      • 12.2.1 Fire Strength Limits
      • 12.2.2 Fire Strength Modifiers
    • 12.3 Fire Attack Resolution
      • 12.3.1 Fire Chart Results
  • 13 Close Combat
    • 13.1 Assault
      • 13.1.1 Initiating Assaults
      • 13.1.2 Assault Restrictions
      • 13.1.3 Conducting an Assault
      • 13.1.4 Attacker Morale Check
      • 13.1.5 Defender Morale Check
      • 13.1.6 Attack Methods
      • 13.1.7 Follow-On Assault
    • 13.2 Charge
      • 13.2.1 Initiating Charges
      • 13.2.2 Charge Restrictions
      • 13.2.3 Conducting a Charge
  • 14 Reactions
    • 14.1 Triggering Reactions
    • 14.2 Reaction Fire
      • 14.2.1 Infantry
      • 14.2.2 Artillery
      • 14.2.3 When
    • 14.3. Reaction Formation Change
      • 14.3.1 When
      • 14.3.2 Restrictions
      • 14.3.3 Modifiers
    • 14.4 Reaction Charge
      • 14.4.1 Reaction Charge Zone
      • 14.4.2 When
  • 15 Terrain Effects
    • 15.1 Hexside Terrain Features
      • 15.1.1 Hexside Obstacles
    • 15.2 Fortified Posts
      • 15.2.1 Fortified Buildings
      • 15.2.2 Earthworks
      • 15.2.3 Fortified Posts & Cavalry
  • 16 Weather Effects
    • 16.1 Twilight
    • 16.2 Night
    • 16.3 Fires
  • Part III: Brigade Game
  • 17 Brigade Command
    • 17.1 Command Status
      • 17.1.1 Command Range
      • 17.1.2 Grand Tactical Formation
    • 17.2 Grand Tactical Formations
      • 17.2.1 Grand Column
      • 17.2.2 Line of Battle
      • 17.2.3 Movement
      • 17.2.4 Leaving a GTF
    • 17.3 Evolutions
      • 17.3.1 Conducting an Evolution
      • 17.3.2 Opening and Closing the LOB
  • 18 Formations
    • 18.1 Facing
      • 18.1.1 Columns
      • 18.1.2 Line
      • 18.1.3 Back Up Movement
      • 18.1.4 March by the Flank
    • 18.2 Column
      • 18.2.1 Close Column
      • 18.2.2 Column of Attack
      • 18.2.3 Column at Full Distance
      • 18.2.4 Division Mass
    • 18.3 Quarter-Wheel
  • 19 Artillery
    • 19.1 Artillery Rounds
    • 19.2 Trains
    • 19.3. Caissons
      • 19.3.1 Ammunition Resupply
    • 19.4 Breakdown
    • 19.5 Bombardment
      • 19.5.1 Creating a Bombardment Zone
      • 19.5.2 Bombardment Zone Extents
      • 19.5.3 Bombardment Attacks
    • 19.6 Duck and Drake
      • 19.6.1 Line of Fire (LOF)
  • 20 Charge
    • 20.1 Wave Charge
      • 20.1.1 Conducting a Wave Charge
      • 20.1.2 Reactions
  • 21 Reactions
    • 21.1 Reaction Formation Change
    • 21.2 Reaction Move
      • 21.2.1 When
      • 21.2.2 Movement
      • 21.2.3 Reactions
  • 22 Fatigue
    • 22.1 Fatigue Check
    • 22.2 Effects of Fatigue
    • 22.3 Fatigue Recovery
  • 23 Limited Intelligence
    • 23.1 Obscured Units
      • 23.1.1 Markers
      • 23.1.2 Fire Combat
      • 23.1.3 Movement of Obscured Units
      • 23.1.4 Revealing Obscured Units
    • 23.2 Dummy Brigades
      • 23.2.1 Dummy Stacks
      • 23.2.2 Revealing Dummy Stacks
    • 23.3 Observation Points
  • Designer's Notes

Part I: Soldiers Game

Players should familiarize themselves with the Soldiers Game before playing the Battalion Game.

1 Introduction

Glory and Empire is a game series devoted to grand tactical command, maneuver and combat during the French Revolutionary and Napoleonic Period. The player is cast in the role of Army Leader. Though the player must still move all of his pieces on the "chess board." However, just as in chess there are limits on how he may maneuver his pawns and knights. The game is designed for two or more players, but may be played solitaire.

Do not skip the Game Components and Terminology sections. This wargame contains period terminology, that may be unfamiliar to gamers, used to playing 20th century wargames. Skimming them will considerably aid players in comprehending the rules.

Scale Each turn represents 20 minutes of game time. Each hex of the map represents approximately 125 meters of terrain. Infantry units represent battalions, half-battalions or companies. Cavalry units represent regiments or squadrons. Artillery units represent batteries, half-batteries or gun sections.

2 Game Components

2.1 Rules

The Series rules consists of the Soldier's, Battalion, and Brigade Game rules sets. Each set increases simulation accuracy. The Soldier's, Battalion and Brigade Game rules are combined in a single booklet, this booklet.

Players that are new to the period should begin with the Soldier's Game, which introduces foundational concepts about warfare during the French Revolutionary and Napoleonic period. Gamers that want to step up to a full fledged battalion level simulation will want to learn the Battalion Game. Those, who want to explore the nuance of command and control during this period, can avail themselves of the Brigade Game which covers higher level maneuvers, artillery and formations in detail.

Optional rules provide more historical accuracy, but may substantially slow game play.

Players are encouraged to experiment and adopt house rules where they wish to add or lessen detail.

2.2 Charts

The Soldier's Game requires the use of player aid card, PAC01. It has the same orange musket and footer as in the Soldier's rules. The Battalion and Brigade Games requires PAC02. In addition, the Glory and Empire Player Aid Card (PAC03) has charts and diagrams to help jog players' memories, but are not strictly necessary for play. These have a red cannon, green sabre and red footer as in the Battalion rules. The Brigade Player Aid Card (PAC04) has diagrams showing Grand Tactical Formation Evolutions and their Die Roll Modifiers (DRM) for Evolution Checks, as well as the Fatigue Chart. It has a green sabre and green footer as in the Brigade rules.

Items on the charts in a rosy red color apply only to the Brigade Game. Player's may find it helpful to keep the charts close to hand as they read the rules.

Command Displays The Command Displays show the organization of the opposing armies and the command relationships between leaders and their units. They show the chain of command from the Overall Commander down to each brigade leader.

Miscellaneous Charts In addition, there are turn record and random events charts, and a sequence of play and procedures reminder card. The Brigade game also makes use of ammunition consumption charts which players may photocopy for personal use.

2.3 Dice

Two 10 sided dice of different colors are required. When one die is rolled the result is interpreted as 0 to 9. When two dice are rolled, one die is the 10's digit, and the die of a different color is the 1's digit. Two dice results are interpreted as 00 to 99.

2.4 Counters

Please refer to the All Games side of the Glory and Empire Player Aid Card (PAC03) for the layout of the information on the unit counters.

Infantry, Cavalry and Artillery units are Combat Units. Leaders are not Combat Units. All are collectively referred to as Units. Markers are used to denote a variety of factors effecting the formation, morale, command status and other states of a unit.

Identification Each unit has a unique designation on the right hand side of the counter and its higher level organization on the left hand side of the counter. Horizontal stripes at the top, middle, and bottom of the counter aid in distinguishing the command a unit or leader belongs to. The middle stripe is referred to as the "belt." The bottom stripe of the counter are referred to as the "pants."

Steps Step losses reflect the degradation of the unit as it takes casualties. Each Combat Unit counter has 1 to 4 steps. The number of Steps a unit has remaining is shown on the unit counter as diamonds in the middle stripe, or "belt," of the counter.

A unit with 2 steps is represented with one counter with the two step side on the front and the one step remaining side on the reverse. A unit with 3 or 4 steps will have a second counter with reduced step values. Only one of these two counters is allowed on the map at a time.

Multi-Counter Combat Units In some cases a unit may be represented by multiple Combat Unit counters. This may be done for large units. Or it could be done to allow the unit to be distributed along the battle line as was often done with British rifle armed units. In any case, do not confuse these with additional counters for step losses. It will be clear on the Command Display how many counters make up a unit.

EXAMPLE Suppose we have a really large French Old Guard battalion at the start of the 1812 campaign. It has 1000 men. Since it is large it is broken into two counters each of 5 SP. Since, they are Old Guard, mais oui, they have 4 steps per counter, or 8 steps in total. The battalion would have two counters representing 4 and 3 steps remaining, and two more representing 2 and 1 steps remaining. In any case, only two counters for the battalion would be on the map at any one time.

Combat Unit Size Combat Unit size is indicated by the number of "dots" above the unit symbol. One dot represents a company or squadron, two dots represents a battalion, and three dots represents a regiment.

Strength Points (SP) Each Combat Unit counter has a Strength Point value that represents a number of infantry, cavalry or artillery. Each SP represents 100 infantry, 50 cavalry or 2 artillery pieces. A Leader counter has zero SP and is not shown on the counter.

Morale Value Each Combat Unit has a Morale Value indicating its ability to maintain cohesion while maneuvering and during combat. Low values are better. Leaders have a Morale Die Roll Modifier (DRM) instead.

Combat Value Modifier (CVM) Value The Combat Value Modifier is added to the die roll to resolve Cold Steel Combat during Charges or Hand to Hand Combat. Units have a CVM located on the counter in a light green shaded box.

Movement Allowance (MA) A unit's Movement Allowance is not shown on the counter.

A unit's maximum Movement Allowance is fixed by unit type, formation and Command Status. Consult the Movement Rates Chart.

2.4.1 Leaders

Leaders are not denoted by any particular symbol and have only a representation of their uniform on the counter.

There are three types of leader counters:

  • Overall Commanders (OC)
  • Ordinary Leaders: Army, Wing, Corps, Division and Brigade Leaders
  • Aides-de-Camp (ADC) - aka staff or supernumerary officers

At any given time, there is only one Overall Commander per side. An Overall Commander is not always an Army Leader, but may be a lower ranking leader depending on the size of the forces involved.

Markings Overall Commanders are identified by a Sash over their uniform.

The echelon in the chain of command of an OC, or an Ordinary Leader, is marked by a number of X's in the "belt" stripe with X for a brigade leader, XX for a division leader, XXX for a corps or wing leader and XXXX for an army leader.

Aides-de-camp (ADC) have no echelon marking in the "belt" stripe. In addition, they have braid on the left side of the counter over the leader's right shoulder. Aides-de-camp do not have subordinate units.

Replacement leaders are marked Repl on their Replacement side.

Command Range All leaders, that have subordinate units, have their Command Range, in hexes, denoted on the counter in a white circle.

Fire Strength Modifier (FSM) Value The Fire Strength Modifier, shown on the counter in a white box, is the number of column shifts applied to a Fire Attack by units stacked with the leader.

Morale Die Roll Modifier (DRM) All units stacked with the leader apply his Morale DRM to any test against a unit's Morale Value.

2.4.2 Infantry

Like the NATO symbol, infantry units are denoted by two cross-belts, which is placed over a representation of their uniform.

Skirmishers en Tirailleurs (SeT) The number of Strength Points (SP) a unit may deploy SeT is indicated by an exponent to the unit's SP value.

Skirmishers en Débandade (SeD) An infantry unit, that is capable of deploying as Skirmishers en Débandade, is marked with a light infantry bugle. Such units armed with Rifles have a bugle in a red circle.

For convenience, units with one step and capable of deploying en Débandade are printed with the SeD symbol on the reverse side of the counter. For units, with more than one step use an SeD Marker.

Fire Strength (FS) Infantry has several Fire Strength values which are used when the unit is in different formations. When firing in Column, or Square, begin with the FS = 1 column and apply Fire Strength Modifiers (FSM). When deploying Skirmishers en Tirailleur begin with the # on the Sk-# Marker and apply FSM. When firing in Line use the Fire Strength from the counter in the white box. When firing in Skirmisher en Debandade formation use the Fire Strength in the pink box.

2.4.3 Cavalry

Like the NATO symbol, Cavalry units are denoted by a single cross-belt, which is placed over a representation of their uniform.

There are three types of cavalry:

  • Light Cavalry (hussars, chasseurs, chevau-légers, lancers and light dragoons) - Denoted by a saber
  • Battle Cavalry (dragoons, carabineers, cuirassiers) - Denoted by two crossed swords
  • Irregular Cavalry (cossacks, guerrillas) - Denoted by a lance and pennant

2.4.4 Artillery

Artillery units have an unlimbered cannon symbol. Artillery units that do not have a Limbered Marker are in the Unlimbered state.

There are three types of artillery:

  • Light Foot Artillery - denoted by a stack of cannon balls
  • Heavy Foot Artillery - denoted by a side view of a cannon
  • Horse Artillery - denoted by a side view of a horse

Light Foot Artillery and Heavy Foot Artillery are collectively referred to as Foot Artillery in the rules. The main distinction is the movement allowance awarded to each type.

Gun Types Artillery batteries may be composed of different types of guns. To distinguish which rows to use on the artillery charts the cannon symbol background is colored according to the row to use on the artillery chart. For example, if the artillery background color is orange use the orange row on the artillery charts.

Fire Strength In the Soldier's and Battalion Games only Round Shot Fire Strength values are used. The Brigade Game adds Shell Fire Strength for Howitzer Attacks, and Canister. Not all batteries will have all of these values. The FS for Round Shot is placed in a white box. The FS for Canister is contained in a yellow box. The FS for Howitzer Shells is contained in a blue box. The Brigade Game artillery chart is marked accordingly.

2.4.5 Markers

Markers are used to indicate the status of units. Refer to the All Games side of the Glory and Empire Player Aid Card (PAC03) for information about the die roll modifiers on the markers.

Figure 1: Soldier's Game Markers - Reserve Order, Road Column, Limbered Artillery, Skirmisher 1/2/3, Skirmishers en Débandade, Shaken, Rout, Square, Out of Command, Assault, Assault Starting Adjacent, Game Turn.

3 Terminology

Useful definitions.

Assets Assets are combat units that are indicated on the Command Display as reporting directly to a leader who also has other subordinate leaders. Assets may be attached to subordinate leaders.

Built Up Area (BUA) Built Up Areas are village, town, farms, windmills and fortified post hexes. Essentially, any hex with a building in it.

Close Combat Infantry that Assault or cavalry that Charge conduct Close Combat against a hex.

Close Order Formations (COF) Line, Square, Column, and their variants, are close order formations.

Cold Steel Combat Cold Steel Combat is literally when swords and bayonets are actually crossed. It occurs as a part of Close Combat. For infantry versus infantry Cold Steel Combat rarely occurs except when terrain results in combat at close quarters. Generally, cavalry units do not make Fire Attacks. They Charge with Cold Steel. There are some games where irregular cavalry is allowed to skirmish.

Combat Value Modifier (CVM) A unit's CVM is added to a player's die roll for resolution of Cold Steel attacks.

Command A Command is a brigade, division, corps or any other organizational echelon comprising the forces of an army.

Command Initiative Modifier (CIM) The CIM is the Overall Commander's Initiative Modifier used to modify each player's start of turn initiative roll.

Corps A Corps is a multi-division Command echelon. In the rules the term Corps will always be used for such an organization. However, in the scenario rules such a Command could also be called a Wing. The scenario rules will make clear which commands should be treated like Corps.

Counter Charge A Counter Charge is a Reaction Charge that is triggered by the movement of charging cavalry.

Die Roll Modifiers (DRM) Modifiers added to dice rolls.

Enemy Zone of Control (EZOC) Combat units exert some degree of control over the hexes to their front. The ZOC of enemy units is abbreviated as EZOC.

Fire Strength Limit The Fire Strength Limit is the maximum number of SP that may make Fire Attacks from one hex. Refer to the Fire Limits Chart.

Fire Strength Modifier (FSM) Fire Strength modifiers shift Fire Attacks to higher or lower columns on the fire chart.

Fortified Post Posts for short. A Post is any strong building that can be fortified, such as a church, mill, granary or farm. A Post can also be an earthwork. There are two classes of Posts: Medium Density and High Density.

Hexside Obstacle (HO) A Hexside Obstacle is a terrain feature along a hexside designated as a HO on the TEC.

High Density Terrain (HDT) A classification of the terrain as very close. Units may only form Column or deploy as Skirmishers en Débandade in such terrain.

Light Density Terrain (LDT) A classification of the terrain as more open and not close. Units may form in close order formations in such terrain.

Line of Sight (LOS) An imaginary line from the center of one hex to another to determine if one can be seen from the other.

Medium Density Terrain (MDT) A classification of the terrain as close. Units may only form Column or deploy as Skirmishers en Débandade in such terrain.

Military Crest Military Crests occur where the grade, or slope, of the terrain changes from less, to more steep, when facing down hill.

Morale State A unit can be in one of five Morale States: Normal, Disorder, Shaken, Broken and Rout.

Movement Allowance (MA) Units that are not Broken or Routed receive a number of movement points that they may expend each turn to move.

Movement Point (MP) A point of Movement Allowance.

Open Terrain Any hex that is not LDT, MDT, HDT or impassible.

Overall Commander (OC) The Overall Commander is the Leader counter whose CIM is used to modify the Player Initiative Check to determine which side goes first each turn.

Post A short name for Fortified Post.

Reactions Reactions are a collection of actions that a player may take when the opposing player is actively moving his units. Reactions include: formation changes, reaction charges and reaction fire.

Retreat Movement Retreat Movement is a Retreat caused by entering the Shaken, Broken or Rout Morale States.

Skirmishers en Débandade (SeD) A mode of deploying skirmishers where the entire unit is in skirmish mode. This was used in very rough terrain or sometimes during the French Revolutionary Wars of 1792-4 when units were not yet adequately trained. The rules differentiate deploying a company and an entire battalion in such a manner. There is some loss of command and control when an entire battalion is deployed as skirmishers.

Skirmishers en Tirailleurs (SeT) A mode of deploying skirmishers where the parent unit remains in its formation of column or line and deploys a portion of its unit as skirmishers to act in close concert with the battalion.

Target Hex The hex containing units that assaulting or charging units are attempting to Close Combat. Or a hex that is the target of a Fire Attack.

Terrain Effects Chart (TEC) The TEC shows movement costs, FSM and CVM for all types of terrain included in a particular game. In addition to Hexside Obstacles there are four classes of hex terrain density: Open, Light Density Terrain (LDT), Medium Density Terrain (MDT) and High Density Terrain (HDT).

Well Directed Fire A unit that passes its Attacker or Defender MC during an Assault or Charge is said to have delivered a Well Directed Fire. The Fire Strength of each passing stack is enhanced.

Zone of Control (ZOC) Combat units exert some degree of control over the hexes to their front. The ZOC of enemy units is abbreviated as EZOC.

4 Sequence of Play

  1. Weather (16)
  2. Command Segment (4.1) - Performed by both players.
    • (a) Initiative Phase (5.1) The player who won the initiative chooses which player goes first.
    • (b) Command Attachment Phase (5.3.3)
    • (c) Orders Phase (5.4) The player who lost the initiative places orders first.
  3. First Player Turn - The player who goes first is the Phasing Player. The player who goes second is the Non-Phasing (NP) Player.
    • (a) Recovery Segment
      • i. Rally Phase (8.2)
      • ii. Cavalry Recovery Phase (13.2.6)
    • (b) Fire Segment (4.2.2)
    • (c) Artillery Fire Segment (NP Player) (4.2.3)
    • (d) Movement Segment (4.2.4)
      • i. Command Status Phase (4.2.4)
      • ii. Movement Phase (4.2.4)
    • (e) Reserve Segment (NP Player) (4.2.5)
      • i. Reserve Command Status Phase (4.2.5)
      • ii. Reserve Movement Phase (4.2.5)
    • (f) Close Combat Segment (4.2.6)
      • i. Charge Phase (4.2.6)
      • ii. Assault Phase (4.2.6)
  4. Second Player Turn - The Player Turn Sequence is repeated, except the player who went first becomes the Non-Phasing Player and the other player becomes the Phasing Player.

4.1 Command Segment

Initiative Phase Both players roll one die and add their OC's Command Initiative Modifier (CIM) to the die roll (5.1).

Command Attachment Phase Attach Assets to subordinate leaders (5.3.3).

Orders Phase Each side receives a limited number of Orders to place on leaders (5.4). The player that lost the initiative places his Orders first.

4.2 Player Turn

4.2.1 Recovery Segment

Rally Phase The phasing player rallies his units.

Cavalry Recovery Phase The phasing player removes one Spent Marker from each of his stacks of cavalry that have one.

4.2.2 Fire Segment

The phasing player may fire all of his units that are eligible to fire.

4.2.3 Non-Phasing Artillery Segment

The non-phasing player's artillery units may make Fire Attacks.

Artillery units may fire again during the player's respective Fire Segments.

4.2.4 Movement Segment

Command Status Phase The phasing player determines which of his units are In or Out of Command (5.3). Place Out of Command markers on units that are Out of Command. Remove Out of Command markers from units that are now In Command.

Movement Phase The phasing player now moves his units except for those with Reserve Orders. Units with Reserve Orders move during the Reserve Segment of the opposing player's turn.

As the phasing player moves his units, that have Attack Orders, he may declare Assaults, or Charges. Assaults and Charges are not resolved until the Close Combat Segment. As phasing units move, the non-phasing player may only perform Reactions.

Scheduled Reinforcements for the phasing player may enter the map at any time during the Movement Phase.

4.2.5 Reserve Segment

The Reserve Segment allows the non-phasing player a limited response to the moves of the phasing player.

Reserve Command Status Phase The non-phasing player determines which units with Reserve Orders are In or Out of Command (5.3). Units that were Out of Command, at the start of this phase remain Out of Command, until the next friendly Movement Segment: Command Status Phase. Place Out of Command markers on units that are now Out of Command.

Reserve Movement Phase The non-phasing player may now move his units with Reserve Orders and that are In Command.

Units that voluntarily move during a Reserve Movement Phase may not voluntarily move again during the friendly Movement Phase of the same Game Turn. If the opposing player's turn was first, retain the Reserve Orders Marker as a reminder that these units have moved once this turn and may not move again.

As non-phasing units move the phasing player may only perform Reactions.

4.2.6 Close Combat Segment

In the Close Combat Segment all declared Assaults and Charges are resolved.

Charge Phase The phasing player's cavalry, that are marked with a Charge Marker, now resolve their charges. At the end of the Charge Phase, remove all Charge Markers.

Assault Phase The phasing player's infantry, that are marked with an Assault Marker, now resolve their Assaults. At the end of the Assault Phase, remove all Assault Markers.

4.3 End of Turn Segment

Leader Replacement Phase Leaders, that were captured, or became casualties in the previous turn, may now return to play using the replacement side of the counter.

End of Turn Phase Remove Orders markers. Advance the turn marker.

5 Command

The fundamental purpose of command in this game system is to limit the amount of offensive action an army can perform, commensurate with their historical capabilities.

Command Displays The Command Displays show the organization of the opposing armies and the command relationships between leaders and their units. They show the chain of command from the Overall Commander down to each brigade leader.

The Command Displays show Army, Corps and Division Assets that may be attached to subordinate leaders. They show the Command Range between superiors and subordinates as a number in a circle on a colored line between the leader and his subordinates.

5.1 Player Initiative Check

During the Initiative Phase both players roll one die and add their Overall Commander's Command Initiative Modifier (CIM) to their result. A leader's CIM value can be found on the CIM Chart for each scenario.

The player with the higher result wins the initiative and decides which player conducts his Player Turn first. The decision as to which player goes first is made before proceeding to the next phase in the sequence of play.

If the result is a tie and neither roll is an unmodified 0, re-roll the dice. See Random Events (5.1.2) below.

5.1.1 Number of Orders

Using the same, modified, die roll, each player consults the Orders Chart to determine how many Orders he receives for the turn. The Orders received may be used as Attack or Reserve Orders at the player's discretion.

The player who lost the initiative must place his orders first in the Orders Phase.

5.1.2 Random Events

If either player rolls an unmodified 0, a player rolls the appropriate number of dice again and consults the Random Event Chart to determine the event to implement. In this case, the Random Event Chart will indicate who won the initiative.

5.2 Leaders

5.2.1 Leader Modifiers

All Combat Units stacked with a Leader benefit from his bonuses. This is true even if a Leader is temporarily stacked with the units during movement. If more than one Leader occupies a hex, only one Leader's modifiers may be chosen to effect die rolls. The owning player may choose which Leader's modifiers he uses.

5.2.2 Capture

A Leader, that is stacked with Combat Units, which are completely eliminated, while in Enemy ZOC (EZOC) may be captured. Enemy units, that enter a hex solely occupied by Leaders, may capture them. Roll one die for each such Leader. A Leader is captured on a result of 8, or 9.

If either of the above conditions occur while a Leader is entirely surrounded by EZOC or enemy Combat Units, he is automatically captured.

Leaders, that are not captured, are moved to the nearest hex occupied by friendly Combat Units. Just pick them up and move them.

5.2.3 Replacements

When a Leader is captured, or becomes a casualty, place the Leader on the Turn Record Chart on the turn following the current turn. The Leader's units will be Out of Command for, at least, one full turn. During the Leader Replacement Phase of the following turn, flip the counter over to reveal his replacement side and place the Leader with any of his subordinate units. The Leader now has the values shown on the reverse side of his counter.

Follow the same procedure when a replacement Leader becomes a casualty, except, he retains the values on the replacement side of the counter.

This is obviously a simplification to avoid having numerous replacement leader counters. Suffice it to say, that some leader would step up to assume command.

Some Leaders cannot be replaced and is indicated so on the reverse side of the counter by a skull and crossbones. In this case, remove the Leader counter from the map.

In many cases the replacement is another Leader already on the map, who commands a lower echelon formation. When the higher echelon replacement Leader returns to play, flip the lower echelon Leader, with the same name as the replacement, over to his replacement side.

5.2.4 Aides-de-camp

Aides-de-camp are Leaders, that do not have any subordinate units. They are under no restrictions to remain In Command of their superior. They may move during the owning player's Movement or Reserve Movement Phases, but not both, as the owning player sees fit. They are essentially extra leaders that can be used at the owning player's discretion to aid in rallying troops, aiding in assaults, and charges, etc.

5.3 Command Status

In the Soldier's and Battalion Games, a simple Command Range system is used. In the Brigade Game, the Grand Tactical Formation (GTF) system determines which Combat Units are In and Out of Command. In all of the games, Command Range determines the Command Status of Leaders relative to their superior.

Command Status determines which units are In and Out of Command (OoC). Command Status is determined during the Command Status Phases of the Movement and Reserve Segments.

Units cannot regain In Command status during the Reserve Segment: Command Status Phase. Units that are Out of Command, during either of the two Command Status Phases remain so, until the next friendly Movement Segment: Command Status Phase in which they are back In Command. Retain the marker until that time.

Reinforcements Reinforcements are automatically In Command during the turn they enter the map.

Effects of Command Status Combat Units that are Out of Command have their MA reduced. Units that are Out of Command do not receive any Orders their Leader may have been given.

5.3.1 Command Range

Each Leader has a Command Range, in hexes, to his subordinate units as shown on the Command Display in a circle between the Leader and his subordinates, and also in a circle on the Leader counter.

Each Leader traces a contiguous line of hexes to his subordinate units. The line of hexes is counted from the Leader to the subordinate, but exclusive of the Leader's hex. In order for such a path of hexes to be valid it must be:

  • through terrain passable to leaders
  • free of enemy Combat Units
  • free of EZOC in hexes not also occupied by friendly Combat Units

Units that can trace such a path a number of hexes less than or equal to their superior's Command Range are In Command.

OC Command Range The OC's Command Range is relevant only to Combat Units that trace command directly to him. There is no requirement for any Leaders to remain within a specified distance of the OC to be In Command.

It might not be readily apparent, but the above means that leaders reporting directly to the OC, as indicated on the Command Display, are always In Command.

Column of Route A Combat Unit in Road Column is In Command, if it is adjacent to another Combat Unit, that is also In Command. A Column of Route is formed by a contiguous string of units in Road Column tracing a path to an In Command Combat Unit.

Unit Integrity Infantry battalions or cavalry regiments that have more than one unit counter (not step counter), are In Command if they are adjacent to another counter of the same unit that is In Command.

5.3.2 Garrisons

It is common that units are ordered to occupy a particular geographic location during a battle. A Garrison is defined by a geographic area as specified in the Scenario Rules.

Units assigned to a Garrison are considered In Command, if they remain within its boundaries. They may voluntarily leave the Garrison, even to Assault or Charge units outside of the Garrison, but like units leaving the Command Range of a Leader, will be Out of Command, until they return to the Garrison.

Assigning Units Units are assigned to Garrisons by Scenario Rules. Units assigned to a Garrison remain assigned to it until it is dissolved.

Dissolving the Garrison The Garrison is dissolved when all units assigned to the Garrison voluntarily, or involuntarily, leave it. Units that were part of a dissolved Garrison revert to the command of their leader as shown on the Command Display.

5.3.3 Attachments

Armies, Corps and Divisions often have artillery or cavalry as a reserve. These are called Assets.

Assets are assigned to Leaders during the Command Attachment Phase. Assets remain attached throughout the current turn. Players may freely change their attachment from turn to turn.

Assets may be attached to subordinate Leaders. Or, they may remain attached to their Leader as shown on the Command Display. In this case, they trace Command Status to their usual Leader using his Command Range. When attached to a subordinate Leader they trace to the subordinate Leader as if the unit was part of his Command.

EXAMPLE A Corps Leader has two cavalry regiments in his corps reserve (Assets). He could attach both to a subordinate Division Leader or to one of their subordinate Brigade Leaders. The cavalry would then trace to the Division Leader or Brigade Leader using their Command Range. Or, the Corps Leader could retain them, where they must remain within his Command Range to be In Command. Or, the Corps Leader could attach one each, to different subordinate Leaders, or any combination of attachments.

5.4 Orders

During the Orders Phase, players allocate Orders to their Leaders, or Garrisons. One of two order types may be given: an Attack or a Reserve Order.

An Order can be given to any Leader, including an OC, that has subordinate units. An Order can be given to a Leader entering as a Reinforcement on the current turn. An Order can also be given to a Garrison, regardless of the presence of a Leader in the Garrison. A Leader does not need to be In Command of his superior Leader to receive an Order.

The Leader, and all his subordinate units, and their subordinate units, and so on, down to the bottom of the command hierarchy, that are also In Command, are affected by the Order.

The more senior a leader is in the command hierarchy, the more units the Order applies to.

EXCEPTION Orders, that are placed on an OC, apply only to him, and Combat Units that report directly to him.

Placing Orders A Leader can only receive one Order per turn. To give a Leader an Order place an Attack, or Reserve, Orders Marker on the Leader. To give a Garrison an Order place an Orders Marker on any hex within the Garrison.

The number of Orders, a player can assign directly to subordinates of a Corps Leader, is limited to that Corps Leader's Efficiency Rating value.

EXAMPLE Assume a Corps consists of two Divisions, each of three brigades. The Corps Leader has an ER of 2. Orders could be placed on up to two of his Brigade Leaders, regardless of their Command Status to their superior Leader, however, only their Combat Units and Attached units could be part of the Command with Orders. Alternatively, Orders could be placed on up to two of his Division Leaders, in which case, their Brigade Leaders and their units that are also In Command have the same Order. An Order could be placed on the Corps Leader, in which case, his Division Leaders, their Brigade Leaders and their Combat Units that are In Command also have the same Order.

Units with Attack Orders Only Combat Units with Attack Orders are allowed to initiate an Assault or Charge.

Units with Reserve Orders Units with Reserve Orders, that are In Command, move during the Reserve Segment of the opposing player's turn. They do not move during the owning player's Movement Segment.

6 Stacking

Stacking refers to the presence of more than one unit in a hex. Generally speaking, units on top of a stack are considered to be in front of other units in the stack.

The Stacking Limits Chart shows the maximum number of SP that can be placed in a hex of a given terrain type. In addition, other rules, such as formation and morale, may impose their own requirements on stacking.

Stacking limits and restrictions apply at all times during movement. Requirements and exceptions are listed below.

Markers Any number of markers may stack in a hex.

Leaders Any number of Leaders may stack in a hex.

6.1 Combat Unit Restrictions

  1. Friendly and enemy units cannot stack together ever.
  2. Units are not allowed to voluntarily exceed the SP stacking limits of a hex.
  3. Cavalry are not allowed to voluntarily stack with other types of Combat Units.

Cavalry may move through units deployed in SeD formation, but may not end their move stacked with them. Units in SeD formation may move through cavalry units, but may not end their move stacked with them.

6.1.1 Joining a Stack

Combat Units, that end their movement in the same hex as other Combat Units, must adopt the same Formation and Facing as the units already in the hex. Units that do not have enough Movement Points (MP) remaining to make the formation or facing change cannot enter the hex.

Artillery stacked with infantry, may have a different facing than the infantry and may be limbered, or unlimbered.

6.2 Stacking Order

Stacking order is important for combat, morale and movement.

Changing Stacking Order Units may change stacking order only when allowed to voluntarily move. A stack expends 1 MP to change stacking order.

7 Units and Formations

7.1 Facing

Combat Units have a specific facing as defined by each type of Formation or Morale State.

To indicate facing, place the top edge of the counter against a hexside or a hex vertex, as shown in the following diagrams.

Combat Units have front, flank and rear hexsides defined by their Formation.

  • Units that are in the Broken or Routed Morale States have all around facing.
  • Units in Square have all around facing.
  • Units in Skirmishers en Débandade have all around facing.

Units in other formations face according Figures 2, 3 and 4.

Figure 2: Line Formation Facing; Figure 3: Column Formation Facing; Figure 4: Road Column Formation Facing (diagrams showing front, flank and rear hexsides; not reproduced).

7.1.1 Artillery

Artillery may face a hex side or a hex vertex. It is the owning player's choice.

Artillery that faces a hex side has the same front, flank and rear hexes as a unit in Column. Artillery that faces a hex vertex has the same front, flank and rear hexes as a unit in Line.

7.1.2 Changing Facing

Units change facing by rotating the counter within a hex and resting the top edge of the counter against a different hex side or hex vertex.

Units in Column, or Road Column, that change facing, must rest the top edge of the counter against a hex side. Units in Line, that change facing, must rest the top edge of the counter against a hex vertex.

Units may change facing anytime they are allowed to move. Changing facing does not cost MP.

7.2 Formation Changes

To voluntarily change from one formation to another during the Movement and Reserve Movement Phase a unit must expend MP. Refer to the Formation Change Cost chart. A unit must have enough MP remaining to complete a formation change. It cannot begin a formation change during one turn and complete it in the next.

At times a unit may be allowed to change formation without expending MP. These include: Reaction Formation Changes and Advance after Combat.

A unit is only allowed to change formation at specific times:

  1. during the Movement, or Reserve Movement, Phases
  2. as a Reaction Formation Change
  3. when it enters the Broken or Rout Morale State it leaves its current formation
  4. when it Rallies from Broken, or Rout, to Shaken, and must enter Column
  5. during Advance after Combat into Medium Density Terrain (MDT) or High Density Terrain (HDT) hexes

7.3 Column

Column is used for maneuver and assaulting Posts. Column can be formed in any type of terrain.

7.4 Line

Line is used for fire combat and assault. Line can only be formed in Open or Light Density Terrain (LDT) hexes.

7.5 Road Column

Road Column is used for moving more rapidly along Roads and Trails (9.1.3). However, units may form Road Column in any type of terrain. Place a Road Column Marker on units that are in Road Column.

7.5.1 Stacking

Only one Combat Unit counter may occupy a hex when in Road Column.

7.5.2 Artillery

Limbered artillery on a Road or Trail is automatically in Road Column. They automatically leave Road Column when exiting a Road or Trail. They do not need to pay for a formation change.

7.5.3 Morale

Units in Road Column immediately become Broken when enemy units move adjacent.

7.5.4 Combat

Units in Road Column are not allowed to make Fire Attacks. Nor are they allowed to Assault or Charge.

7.6 Skirmishers en Tirailleurs

The game system offers two modes of deploying skirmishers. A unit that employs a portion of its troops as skirmishers to act in close concert with the parent unit is said to be en Tirailleurs. A unit that deploys entirely, or almost entirely, into skirmish order is said to be en Débandade. Some units can use both modes, some only one of the modes and some none. The counters will indicate the modes that can be employed. Collectively the two types are referred to as Skirmishers.

In the Soldier's and Battalion Games, only infantry may deploy skirmishers.

Skirmishers en Tirailleurs allows a unit to deploy a number of SP as skirmishers. The number of SP a unit may deploy is indicated on the unit counter as an exponent to the SP value. If the number is 0, or is blank, then it may not deploy any Skirmishers en Tirailleurs.

Step losses may reduce the ability of a unit to deploy Skirmishers. Following a step loss, change or remove the Skirmishers Marker if the number of Skirmishers deployed exceeds the Skirmisher SP now indicated on the counter.

7.6.1 Deploying Skirmishers

To deploy Skirmishers, place a Skirmishers 1, 2 or 3 Marker on the unit. The number on the Marker indicates the number of SP deployed. Eligible units may deploy Skirmishers during the Movement or Reserve Movement Phases. Deploying Skirmishers does not cost MP.

7.6.2 Recalling Skirmishers

Units may recall Skirmishers during their Movement, or Reserve Movement, Phases. To recall Skirmishers simply remove the Skirmishers Marker. Skirmishers must be recalled during the appropriate step of an Assault or Charge. Recalling Skirmishers does not cost MP.

7.6.3 Facing

Units that deploy skirmishers retain the facing of their parent unit.

7.6.4 Stacking

Only the top Combat Unit in a stack may deploy Skirmishers.

7.6.5 Formation

Only units in Line or Column may deploy Skirmishers. Units with a Skirmishers Marker retain their current formation when the Marker is deployed. When a unit changes to a formation other than Line or Column remove the Skirmishers Marker.

7.6.6 Fire Combat

Skirmishers make Fire Attacks just like any other combat unit. However, a Fire Attack by Skirmishers is made with a Fire Strength (FS) equal to the number of Skirmisher SP deployed.

A unit with an SK-3 Marker starts with an FS of 3 on the Fire Chart before applying FSM, because 3 SP are deployed.

Fire Defense Fire Attacks made through the front hexsides of units deploying Skirmishers apply the FSM on the SK-# Marker. Fire Attacks through their flank or rear hexsides do not apply the FSM.

7.7 Skirmishers En Débandade

The ability of units to deploy as Skirmishers en Débandade (SeD) is indicated by a bugle ornament on the counter. For convenience, units with only one step have a SeD symbol on the reverse side of the counter.

7.7.1 Deploying Skirmishers

Units eligible to enter SeD may do so by expending the MP for a formation change. Mark the unit with a SeD Marker.

7.7.2 Recalling Skirmishers

Units can change formation from SeD by expending the MP cost of a formation change.

7.7.3 Movement

Units in SeD formation use the SeD row of the Movement Rates Chart, and the SeD column on the TEC.

7.7.4 Fire Combat

Units in SeD formation use the Fire Strength value for SeD units printed on the unit counter in the pink box.

7.8 Square

Square is used for all around protection from cavalry, mainly, but is sometimes used when threatened from multiple directions by infantry.

Only infantry units are allowed to form Square. Square may only be formed in Open or LDT hexes.

7.8.1 Stacking

There is no minimum stacking limit to form Square.

Artillery stacked with infantry that forms Square is placed at the bottom of the stack.

7.8.2 Fire Combat

Units in Square that make Fire Attacks use a base Fire Strength (FS) of 1 and apply FSM.

Infantry units in Square can make two Fire Attacks per Fire Segment. The target hexes fired upon must not be adjacent to each other.

7.9 Artillery

Artillery can be in one of two Formations: Limbered and Unlimbered. Limbered artillery is marked with a Limbered Marker. For convenience, artillery units with only one step have a limbered symbol on the reverse side of the counter.

7.9.1 Movement

Limbered artillery uses the row on the Movement Rates Chart corresponding to their type of artillery to determine their Movement Allowance. Also, see Terrain Effects (15) and Road Column (7.5).

Limbering and Unlimbering An artillery unit expends MP to Unlimber and Limber as listed on the Formation Change Cost chart. A unit that is awarded fewer MP by the Movement Rates Chart, than the MP required, may expend all of its MP awarded that turn, in order to Limber, or Unlimber.

An artillery unit that limbers or unlimbers may face any direction following the formation change.

7.9.2 Fire Combat

Artillery units must be Unlimbered to conduct Fire Attacks. Unlimbered artillery has a Cone of Fire extending as shown in Figure 5 to the limit of a battery's range. It may target any hex within its cone for a Fire Attack as long as it has a clear LOS.

Range Artillery has three range bands: Canister, Effective and Long range. The end of the Long Range Band is the maximum range of an artillery unit. Apply the appropriate Range Band modifier from the FSM Chart to Fire Attacks made by the artillery unit.

Each artillery unit type will have its own range bands that may be different from the example diagram. Refer to the Artillery Charts for each game.

Figure 5: Example Artillery Cones of Fire (diagram not reproduced).

Facing Artillery may change its facing 30° just before it conducts a Fire Attack. That is, it may change its facing from a hex vertex to an adjacent hex side, or from a hex side to an adjacent hex vertex, just prior to making a Fire Attack. It may do this any number of times in a turn.

8 Morale

A Combat Unit can be in only one Morale State at any given time. As bad things happen to a unit it goes through a progression of worse Morale States and as it recovers it gets progressively better.

There are five Morale States, listed from better to worse:

  • Normal
  • Disorder
  • Shaken
  • Broken
  • Rout

There is no Marker for the Normal Morale state.

A unit that fails a Morale Check changes to a worse Morale State. A unit that passes a Rally Check changes to a better Morale State.

Figure 6: Morale State Diagram (transcribed from the diagram). Transitions: Normal to Disorder on Fail MC; Disorder to Normal on Pass RC. Fail OF/DF MC from Normal: Retreat 1 Hex (not Unlimbered Artillery), to Shaken. Lose Close Combat from Normal: Retreat 1 Hex, Artillery Eliminated, to Shaken. Disorder to Shaken on Fail MC/DC: Retreat 1 Hex (not Unlimbered Artillery). Fail OF/DF MC or Lose Close Combat from Disorder or Shaken to Broken: Infantry Retreat 3, Cavalry Retreat 6, Artillery Eliminated. Shaken to Broken on Fail MC: Infantry Retreat 3, Cavalry Retreat 6, Artillery Eliminated. Broken to Shaken on Pass RC. Broken to Rout on Fail MC/RC: Infantry Retreat 3, Cavalry Retreat 6. Fail OF/DF MC or Lose Close Combat from Shaken or Broken to Rout: Infantry Retreat 3, Cavalry Retreat 6, Artillery Eliminated. Rout to Shaken on Pass RC. Rout to Unit Eliminated on Fail MC/RC. Shaken to Disorder or Normal on Pass RC. Notes on the diagram: Fortified Posts - no Retreat when Shaken; drop 1 Morale Level on OF/DF Fail or Loss of Close Combat. Road Column - units in RC become Broken when enemy Combat Units move adjacent. Assault and Charge (Special Cases) - artillery, limbered and not stacked with infantry, is eliminated; Broken units Rout; Routed units are eliminated. The state boxes show printed modifier numbers: Disorder -1, -1, -5; Shaken -1, -3, -10; Broken -1, -15; Rout -2, -20.

8.1 Morale Checks

For a stack to take a Morale Check roll two dice and add all modifiers from the appropriate charts.

If the modified result is less than or equal to the top unit in the stack's Morale Value, the stack fails. If the modified result is greater than the Morale Value, the stack passes.

NOTE Only the top unit of a stack takes the Morale Check. If it fails the entire stack fails. If it passes the entire stack passes. This applies to all checks against a unit's Morale value.

When a unit fails a Morale Check it progresses to the next worse Morale State. Apply all required actions for entering that Morale State.

EXCEPTION Failing a Morale Check that is triggered by Offensive or Defensive Fire causes the unit to worsen its Morale State by two levels. For example, a failing unit in the Normal State skips Disorder and goes to Shaken.

8.2 Rally Checks

Units make a Rally Check to recover from a worse Morale State to a better Morale State. Rally Checks are performed during the Rally Phase in the Recovery Segment.

NOTE A unit in EZOC is not allowed to make a Rally Check. Otherwise, Rally Checks are mandatory.

A Rally Check is performed like a Morale Check except failure does not always worsen the stack's Morale State. Apply modifiers from the Morale Check DRM Chart.

  • Units in the Disorder or Shaken Morale States, that fail, remain in their current state. Units in the Disorder or the Shaken Morale States, that pass, improve their Morale State by one level.
  • Units in the Broken Morale State, that fail, enter the Rout Morale State. Broken units, that pass, improve their Morale State to Shaken.
  • Units in the Rout Morale State, that fail, are eliminated. Units in Rout, that pass, improve their Morale State to Shaken.

Facing and Formation When a unit rallies from Broken, or Rout, to Shaken it enters Column formation. It may face any hexside the owning player desires. It does not cost MP for this formation change.

8.3 Disorder

Units in Disorder may still move and fight normally, but apply the following detrimental effects.

Entering the Disorder Morale State Units entering the Disorder state are marked with a Disorder Marker.

Facing and Formation Units in Disorder retain the same facing and formation as if they were in the Normal Morale state.

Units in Disorder are not allowed to voluntarily change formation even as a Reaction.

8.4 Shaken

Units that are Shaken may still move and fight normally, but apply the following detrimental effects.

Entering the Shaken Morale State Units entering the Shaken state are marked with a Shaken Marker. Units that enter the Shaken Morale State from a better Morale State retreat one hex.

EXCEPTION Unlimbered artillery units do not retreat when entering the Shaken Morale State. Infantry that is stacked with unlimbered artillery must still retreat.

EXCEPTION Units in Fortified Posts are not required to retreat when entering the Shaken Morale State.

Facing and Formation Shaken units retain the same facing and formation as if they were in the Normal Morale state.

Units that are Shaken are not allowed to voluntarily change formation even as a Reaction.

8.5 Broken

Units that are Broken have all around facing. They do not exert a ZOC. Broken units are not allowed to move voluntarily.

Entering the Broken Morale State Units entering the Broken state are marked with a Broken Marker.

A stack that is Broken must immediately Retreat. Infantry retreats 3 hexes. Cavalry retreats 6 hexes. Artillery that is Broken is eliminated.

Combat Broken units may not make Fire Attacks. They may neither Assault nor Charge. Broken units that are Assaulted or Charged enter the Rout Morale State.

8.6 Rout

Units that are in Rout have all around facing. They do not exert a ZOC. Routed units are not allowed to move voluntarily.

Entering the Rout Morale State Units entering the Rout state are marked with a Rout Marker.

A stack that is Routed must immediately Retreat. Infantry retreats 3 hexes. Cavalry retreats 6 hexes. Artillery that is Routed is eliminated.

Combat Routed units may not make Fire Attacks. They may neither Assault nor Charge. Routed units that are Assaulted or Charged are eliminated.

9 Movement

Moving from one hex to another during play can be Voluntary or as a Retreat. Retreat Movement is caused by entering the Shaken, Broken or Rout Morale States, or beginning a friendly Movement Phase in the Broken or Rout Morale States. Voluntary Movement is everything else.

9.1 Voluntary Movement

In Command units with Reserve Orders move during the Reserve Movement Phase of the opposing player's turn. Units with Reserve Orders may not voluntarily move during the friendly Movement Phase of the same Game Turn. Otherwise, the Phasing Player may move all, some or none of his units during his Movement Phase.

9.1.1 Movement Allowance

Each unit has a Movement Allowance (MA) that it may expend each turn. Combat Units have reduced MA when Out of Command. Refer to the Movement Rates Chart for the MA awarded to each type of unit for each condition.

As units move from one hex to another they expend MP. Maintain a count of MP expended as the unit moves. A player may expend as few or as many MP as they wish up to the limit of the unit's MA.

MP are expended prior to entering a hex or performing an action. The MP cost to enter a new hex depends on the terrain, type of unit and other circumstances, such as making required formation changes to form a legal stack. Besides the MP cost of the terrain in a hex itself there may be hexside terrain features that cost additional MP to cross. A unit that has insufficient MA to enter a hex may not do so.

Units may always make a minimum move of one hex. A unit that makes a minimum move cannot cross an impassible hexside nor enter a hex it is otherwise not allowed to enter. For example, a unit could not make a minimum move from EZOC to EZOC.

Restrictions

  1. Units may not exceed their MA as indicated on the Movement Rates Chart.
  2. Units may not skip hexes as they move.
  3. Units cannot save MP from turn to turn nor from phase to phase.
  4. Units cannot transfer MP to other units.
  5. Units may move only through their front hex sides.
  6. Units may not voluntarily leave the map unless the Scenario Rules expressly allow it.
  7. A unit, or stack of units, is moved one at a time. It must complete its movement before another stack can be moved.

9.1.2 Stacking

In addition to the following limitations Stacking rules are in force at all times during movement.

  1. The MA of a stack is the lowest MA of all the units in the stack.
  2. The MP cost to enter a hex is the highest cost for each unit type in the stack.
  3. A stack cannot pick up units as it moves.
  4. A stack can drop off units as it moves. The dropped off units may not voluntarily move any further that phase. Any Markers apply to the dropped units as well. Mark the units appropriately as they are dropped.
  5. Units that begin movement stacked can be moved as stacks or as individual units in any combination the owning player desires.

Morale States

  1. Units cannot voluntarily move into hexes containing Broken or Routed units. Units may voluntarily move through units in the Disorder or Shaken Morale States with no penalty.
  2. All units ending their movement in a stack must have the same Morale State. A stack ending its movement with a stack that has a different Morale State has the combined stack adopt the worst Morale State of the original stacks.
  3. Units that begin their movement by leaving a stack of other units exit the hex with the same Morale State.

9.1.3 Road Column Movement

Units in Road Column, that move from one Road or Trail hex to another Road or Trail hex, and following the connecting Road or Trail, use the movement rate for Road or Trail as noted on the TEC. They do not pay extra costs for crossing hexside features, except as noted on the TEC.

Units in Road Column not moving along a Road or Trail expend the MP of the cost of the other terrain in the hex.

9.1.4 Hex Based Movement

Sometimes, units are allowed, or directed, to move a specified number of hexes. In these cases, the units do not expend MP. They simply move the specified number of hexes. In all cases, except for Retreat Movement, this is still considered voluntary movement and may trigger Reactions.

9.2 Retreat Movement

Retreat Movement is movement caused by entering the Shaken, Broken or Routed Morale States, or beginning a friendly Movement Phase in the Broken or Rout Morale States. Units performing Retreat Movement do not expend MA to enter hexes. They simply move the required number of hexes.

Units beginning a friendly Movement Phase (but not Reserve Movement Phase) in the Broken, or Rout, Morale States must conduct another Retreat.

Units that enter the Shaken Morale State, Retreat 1 hex. Units in the Broken, or Rout, Morale States Retreat, 3, or 6 hexes for infantry, or cavalry, respectively.

9.2.1 Retreat

The hexes a retreating unit moves through are collectively referred to as the Path of Retreat.

A retreating unit must move the required number of hexes. If unable to complete their retreat, because of the following restrictions, the unit is eliminated.

Each hex a retreating unit enters must be one hex further away from the starting hex than the hex the retreating stack is leaving, unless conditions 1 through 4, below, would be violated by doing so.

  1. Units are not allowed to retreat into a hex occupied by enemy Combat Units. They may retreat into a hex occupied solely by enemy Leaders. The Leaders may be Captured (5.2.2).
  2. Units are not allowed to retreat off the map if there is another legal hex available.
  3. Units are not allowed to retreat into terrain their unit type, or formation, is not allowed to enter. See Terrain below.
  4. Units are not allowed to enter the same hex twice during their retreat.

Terrain Units, that are forced to retreat into terrain, which they are not allowed to enter, while in their current formation, become Broken. Units, that are forced to retreat into terrain, which their unit type (infantry, cavalry, or artillery) is not allowed to enter are eliminated.

Stacking Combat Units, that retreat may temporarily violate Stacking SP Limits, but they cannot end their retreat stacked with Combat Units which they did not begin the retreat with. They must continue to retreat until they can reach a vacant hex subject to the restrictions above and that do not violate any other stacking restrictions.

Broken or Routed units, that retreat through a friendly hex, cause the stationary units to take a Morale Check. The retreating units complete their Retreat Movement and then the stationary units make their Morale Check.

Formation Units in the Shaken Morale State retain their formation and facing as they retreat, unless they must change formation due to terrain, in which case they become Broken.

Zones of Control Units are not allowed to retreat into an EZOC, that is not also occupied by a friendly unit, if there is another empty hex available. Units forced to Retreat into an EZOC, that is unoccupied by friendly units, worsen their Morale State by one level or, if already in the Rout Morale State, are eliminated.

Additional Retreat Units forced to worsen their Morale State as a result of retreating must conduct another retreat. This new retreat is conducted after the current retreat is complete.

Leaders Leaders are not required to retreat with units they are stacked with.

9.3 Reinforcements

Reinforcements may enter at any hex within their designated entry area. Not all units, that enter as a Reinforcement, must enter the same hex.

Reinforcements, that enter through the map edge, must pay the cost of units that entered the same hex before them during the same turn. That is, if more than one unit enters through the same hex during the same turn, the first unit pays the cost of the terrain in the entrance hex, the second its cost plus that of the first unit and the cost of terrain, and so on.

Units may enter in any formation allowed by the terrain in the entry hex.

Units, that are not entering as a Reinforcement in the current turn, are not allowed to remain in entry hexes. They may enter such a hex, but must keep moving to exit the hex, or the map, in the same phase, extending a retreat if necessary.

10 Zones of Control

Combat Units exert a Zone of Control (ZOC) into their front hexes.

The following never exert a ZOC:

  1. Limbered artillery
  2. Units in Road Column
  3. Units that are in the Broken or Rout Morale states
  4. Leaders

A unit's ZOC does not extend into MDT or HDT hexes, nor does it extend across hexsides that are impassible to the unit.

Friendly units may freely enter and leave the ZOC of other friendly units. Leaders may freely enter and exit EZOC.

10.1 Entering EZOC

Combat Units must stop moving when they voluntarily enter EZOC. They may still change facing and expend MP for other purposes, such as, changing formation.

Artillery Foot artillery cannot voluntarily enter EZOC.

Infantry Infantry, that does not have an Assault Marker, must pass a Morale Check to enter EZOC. Units, that fail, worsen their Morale State by one level, retreating if necessary. Their voluntary movement is complete. Units, that pass, enter the hex.

10.2 Leaving EZOC

Combat Units may only leave EZOC as the first action they take during that movement. Combat Units expend an additional 2 MP to leave EZOC.

EZOC to EZOC Combat Units may not move directly from one EZOC hex to another EZOC hex. Combat Units may Advance After Combat directly into another EZOC.

11 Line of Sight

The Line of Sight (LOS) model assumes that slopes from top to bottom are mainly concave gradients, that do not block LOS. Where convex points exist along the slope, Military Crests are drawn to show the inflection point.

A clear LOS is required to make a Fire Attack.

The Observing hex is the hex from which LOS is being traced. The Observed hex is the hex to which LOS is being traced. Hereafter, the Observing and Observed hexes are referred to as end points.

11.1 Determining Height

Combat Units are always at the ground level of a hex. That means their height is the same as the Elevation Level at the center of the hex. The height of a hex, that has a contour line passing exactly through the center of the hex, is the height of the higher Elevation Level.

For LOS determination purposes, the height of hexes between the end points, is the Elevation Level at the center of the hex, plus the height of the terrain in the hex. The height of terrain is expressed in Elevation Levels and is shown on the Terrain Effects Chart (TEC).

11.2 Potential Obstructions

Any of the following intervening obstacles may block LOS.

  1. Terrain (consult the TEC)
  2. Ridges
  3. Military Crests
  4. Contours
  5. Combat Units

11.2.1 Combat Units

Combat Units, that are on the same Elevation Level as both end points, are an obstacle to LOS.

Combat Units, to which LOS is blocked, cannot themselves block LOS.

Combat Units, that are on a different Elevation Level than either of the end points, are not an obstacle to LOS.

11.2.2 Contours

The contour interval used in a game is shown on the map in the Contour Interval Legend. Each contour encloses an Elevation Level.

Contours are potential obstructions in three cases:

  1. when the contour is the top elevation level of a hill or ridgeline
  2. when observing from a higher elevation, the LOS crosses ground that falls, then rises and falls again
  3. when observing from a lower elevation, the LOS crosses ground that rises, falls then rises again

The first case is considered to be a Military Crest at the top of a hill or ridgeline. In the second case, the contour where the ground begins to fall again, is a potential obstruction. The third case is the reverse LOS of the second case, and therefore, only the rising contour line where the ground levels out or begins to fall again is a potential obstruction.

11.2.3 Military Crests

Military Crests occur where the grade, or slope, of the terrain changes from less steep, to more steep, when facing down hill.

11.2.4 Ridges

Ridges, are not a change in elevation, but instead mark the peaks of hilltops or ridgelines.

11.3 Determining LOS

To determine LOS, trace a straight line between the centers of the end point hexes.

A clear, or blocked, LOS is determined by applying the following cases:

  1. A clear LOS always exists between two adjacent hexes.
  2. LOS is blocked by any intervening potential obstruction, that is higher than the heights of both end points.
  3. LOS is blocked, if the slope between the higher hex and the potential obstruction, is less than the slope between the potential obstruction and the lower hex.

LOS is reciprocal. If a clear LOS is established from the Observing to the Observed hex, then the LOS is clear from the Observed to the Observing hex.

11.3.1 Blocking Hexes

A blocking hex is a hex, or a hex with a hexside feature, that contains potential obstructions which block LOS according to the cases above (11.3).

In the case of a hexside feature, the hex is blocking only for LOS traces that cross the hexside feature. For aesthetic reasons, hexside features may not be drawn to coincide precisely with a hexside. For LOS determination, the feature is considered to be precisely coincident with the nearest hexside.

  1. LOS may be traced into blocking hexes, but not through them.
  2. LOS is blocked, if it crosses any part of a blocking hex.
  3. LOS is blocked, if it coincides exactly with a hex spine of a blocking hex.

11.3.2 Determining the Slope

The slope to a potential obstruction is determined by dividing the difference in height between the potential obstruction, and each end point by the distance between the same two points.

The distance is counted in hexes, from the center point of the endpoint hex, to the center point of the potential obstruction hex.

For hexside features, use the center point of the hex adjacent to the obstacle, and nearer to the higher end point.

The distance should always be a whole number.

Figure 7: LOS Slope Determination (elevation grid diagram, not reproduced).

In Figure 7, the height of each hex is shown on an elevation grid. The height of the trees is assumed to be one Elevation Level. Thus, the height of hex 3 is 3. An observer in hex 0, on Elevation Level 5, wants to check the LOS to hex 4 on Elevation Level 1. The dashed line segments show the slope between the higher hex and the potential obstruction in hex 3, and between the potential obstruction to the lower hex. The dark red line shows the approximate slope of the hillside. If it wasn't for the trees, the LOS would be clear from any point on the slope to any other point on the slope.

The slope from the higher hex is 2/3. This is calculated as the height difference between the higher hex and the potential obstruction (5 - 3 = 2) divided by the distance, which in this case, is 3 hexes. The slope from the potential obstruction to the lower hex is 2. This is calculated as the height difference between the potential obstruction and the lower hex (3 - 1 = 2) and the distance between the two hexes, which is one hex. The slope of the higher portion is less than the slope of the lower portion indicating the LOS is blocked.

11.3.3 LOS Examples

The LOS Basics diagram in Figure 8 shows where LOS traces, originating from point O, are blocked by blocking hexes. Solid lines show where there is a clear LOS. Dashed lines show where the LOS is blocked.

Figure 8: LOS Basics; Figure 9: LOS Elevation (diagrams, not reproduced).

The following table shows which LOS traces are clear or blocked in the LOS Elevation diagram in Figure 9. Potential obstruction hexsides are marked in dark red.

TraceLOSPotential Obstruction
A to B, D, EClearNone. No contour fall, rise, fall situation (11.2.2 case 2).
A to CClearContour. Contour fall, rise, fall situation (11.2.2 case 2). The 04.01 - 05.01 hexside height is low enough that LOS is clear by the slope method. The slope from A to 04.01 is 2/3 (2 levels difference, 3 hexes). The slope from 04.01 to C is 1/2 (1 level difference, 2 hexes). The unit in 04.01 does not block LOS (11.2.1).
A to FBlockedContour. Contour fall, rise, fall situation (11.2.2 case 2). The 04.04 - 05.04 hexside height is high enough to block LOS using the slope method. The slope from A to 04.04 is 1/5 (1 level difference, 5 hexes). The slope from 04.04 to F is 2/4 (2 levels difference, 4 hexes).
B to C, FBlockedHigher Terrain. The intervening terrain is higher than B, C, or F (11.3 case 2).
C to DClearMilitary Crest. D is adjacent to the Military Crest on the 04.02 - 04.03 hexside (11.3.1 case 1).
C to EBlockedMilitary Crest. E is not adjacent to the Military Crest on the 04.02 - 04.03 hexside (11.3.1 case 1).

12 Fire Combat

Fire Combat is voluntary and units are not required to make a Fire Attack.

12.1 Conducting a Fire Attack

A Fire Attack is directed against a target hex, not a particular Combat Unit. All units in a target hex are affected by the result of a Fire Attack against the hex.

Fire Attacks are made one stack at a time with one stack firing at one target hex. A hex may be the target of any number of Fire Attacks during a turn and during a single phase or segment.

When a target hex is the subject of more than one Fire Attack during the same phase, roll the dice for each Fire Attack, noting the result and then apply the results for each of the Fire Attacks.

Fire combat is resolved by determining the Fire Strength (FS) of a stack making a Fire Attack and locating the Fire Strength column on the Fire Chart. The Fire Strength column is shifted to the left or right for the characteristics of the firing units and the target formation, terrain and any other modifiers. The final result is obtained by rolling the dice and locating the result on the Fire Chart.

12.1.1 Range

  1. Infantry in Line, Column, or Square have a range of one hex. They can only fire at targets in their front hexes.
  2. Infantry in Line, or Column, with Skirmishers deployed SeT, or that are in SeD formation have a range of two hexes. They can only fire at targets through their front hexsides.
  3. Artillery can fire up to the limit of its range (7.9.2). Refer to the Artillery Charts.

12.1.2 Restrictions

  1. Facing: Combat Units may only make Fire Attacks through their front hex sides.
  2. LOS: Combat Units must have a clear LOS to the target hex. Skirmishers do not require a clear LOS to target units.
  3. Stacking: Stacks may not make Fire Attacks against multiple target stacks. They may not split their fire. Units in Square may fire at two target hexes (7.8.2).

12.2 Fire Strength

The Fire Strength of a stack is determined by the type of unit and its formation.

Artillery Artillery uses the FS value from the counter for the type of shot being fired. In the Soldier's and Battalion Games only the Round Shot FS value is used. It is located in the white box on the unit counter. Up to 6 SP of artillery units may fire from a hex.

Infantry For infantry stacks, their formation determines, which FS value to use.

  • Infantry in Line uses its Line FS value located in the white box on the unit counter. Up to 5 SP of units in Line may fire from a hex.
  • Infantry in Column or Square uses a base FS value of one regardless of the number of SP in the hex.
  • Infantry with Skirmishers deployed en Tirailleurs use the number on the Sk-# marker as their Fire Strength.
  • Infantry deployed en Débandade uses its Skirmisher FS value located in the pink box on the unit counter. Up to 4 SP of units in SeD formation may fire from a hex.

The top unit in a stack may always make a Fire Attack using its full FS, providing it is not restricted from doing so by other rules.

Mixed Infantry and Artillery Stacks Only the top unit type may fire from a mixed stack of infantry and artillery. For example, if the top unit type is infantry, then only the infantry in the stack may fire up to its limit for its current formation.

12.2.1 Fire Strength Modifiers

Fire Strength Modifiers are applied as column shifts on the Fire Chart. Consult the Fire Strength Modifiers Chart, or modifiers located on markers, to determine applicable modifiers. All FSM modifiers are cumulative unless otherwise noted.

FSM adjust the FS column on the Fire Chart, higher, or lower, by the sum of the applicable modifiers. A negative sum shifts the column lower by that number on the Fire Chart. A positive sum shifts the column higher on the Fire Chart.

FSM, that shift the final column, off of the lower end of the Fire Chart use the 0 column on the Fire Chart. FSM, that shift the final column, off of the upper end of the Fire Chart are resolved on the highest column of the Fire Chart.

Target Stacking Total the number of SP in the target hex, consult the Target Stacking FSM section of the Fire Strength Modifiers Chart and apply the resulting FSM to the Fire Strength of the firing units.

Leader FSM The FSM value of only one leader in a stack may be applied to a Fire Attack. It is the owning player's choice of which leader he uses.

Well Directed Fire Units involved in Close Combat, that pass their Attacker or Defender MC, apply the Well Directed Fire FSM in their subsequent Offensive and Defensive Fire.

Enfilade Fire Units in Line, or Column, formation that are fired on through their flank hex sides apply the Fired on thru Flank, Enfilade FSM. If the Line of Fire is coincident with the hex spine it is Enfilade Fire.

12.3 Fire Attack Resolution

Determine the Fire Strength of the stack firing at the target hex. Apply column shifts from any FSM to locate the final Fire Strength column. Roll two dice to determine the result. Locate the result by indexing the column using the dice roll.

Apply the result from the row showing a value that is less than, or equal, to the dice roll and the dice roll is greater than the row above. For example, on the FS 0 column, a 00-50 is NE, 51-69 is M, 70-93 is M-10, 94-99 is M-15.

12.3.1 Fire Chart Results

Fire Chart results take the form nM - # where n is the number of Step Losses inflicted on the target stack. The absence of a number means zero Step Losses.

M indicates a Morale Check is required with a DRM of - #.

Deduct step losses. If any units remain, the top unit in the stack, takes a MC with all applicable modifiers.

A unit with a FS of 5 in Line fires at an open terrain hex containing a unit with 5 SP in Column. The initial column on the Fire Chart is the 5 column. The target is a column target providing a +1 FSM. Shifting the final column to the 6 column. A dice roll of 74 results in a M-15 result requiring the stack to take a Morale Check with a DRM of -15 in addition to any other applicable modifiers.

Losses A unit that takes a loss is reduced to its next lower step. If that was its last step remove the unit from the map. Otherwise, flip the counter over to its reverse side or, if the unit has already taken a step loss, and has steps remaining, retrieve the lower step counter from the game box and replace the unit on the map with the appropriate side up.

Step losses are taken from the top Combat Unit in the stack first. If that unit is eliminated, and there are losses remaining to be satisfied, take them from the next unit in the stack. Continue removing losses from units in the stack until all losses are satisfied. If all units in the stack are eliminated ignore any remaining losses.

Multiple Fire Attacks A stack that is the target of multiple Fire Attacks, occurring at the same time, applies the results as follows.

Deduct all step losses.

If any units remain, the stack rolls for each Morale Check, but does not apply the effects until all of the Morale Checks are rolled. Reduce the stack's Morale State for each failed Morale Check. If the stack enters the Broken, or worse, Morale State, mark the stack as Broken and conduct its Retreat. Otherwise, apply the results for Disorder, or Shaken, if that was the final Morale State entered.

EXAMPLE A stack in Disorder undergoes three Fire Attacks occurring at the same time, which result in a 1M-15, a M-10, and a M result. The step loss would be deducted from the top unit in the target stack. Then the stack would roll for all three Morale Checks. Assuming there were no other DRM applied, the modifiers for the three Morale Checks would be -20, -15 and -5, after adding in the -5 DRM as shown on the Disorder marker. If the stack failed one, of the three Morale Checks, the resulting Morale State would be Shaken. If the stack failed two of the Morale Checks, then the final Morale State would be Broken. If the stack failed all three Morale Checks, the final Morale State would still be Broken.

Figure 10: Number Markers.

If players wish, they may make use of the Fire Attack Resolution Track to record Fire Attack results against a target hex and then apply the results. To use the track, place a number marker in the box of the Fire Attack result with the number of times that result occurred oriented towards the top of the box. After all the Fire Attack results against that target hex are applied, remove the number marker from the track, before conducting the next Fire Attack. In the example above, three number markers would be placed in the M, M-10 and 1M-15 boxes, each with the number 1 oriented towards the top of the box.

High Rolls A dice roll of 95-99 causes a Leader Casualty in the target hex. If multiple Leaders are present randomly choose which one becomes a casualty.

13 Close Combat

Assault is an attack where the intent is to close with the enemy and push them off their ground. In these situations the fire combat takes place at ranges well under 100 meters. A Charge is when cavalry attempts to break an enemy formation through its shock action. Collectively they are referred to as Close Combat.

13.1 Assault

When an infantry unit Assaults it conducts Close Combat against Combat Units in one hex. This hex is called the target hex. The target hex must be specified when the Assault is declared.

DESIGNER'S NOTE As a matter of tactics, players should properly prepare for an Assault by first softening up the target with artillery, skirmishers or even infantry fire and then assaulting in force. Simply exchanging fire with an opponent will not yield decisive results. Likewise, a tepid assault with a single stack assaulting another stack in the Normal Morale State will result in a repulse or another indecisive result. Carrying the day will likely require a large infantry assault. Don't come for the wood chop, take bold decisive action.

13.1.1 Initiating Assaults

At any time during their movement infantry units, that have Attack Orders, may declare their intent to Assault and indicate their target hex. To do so place an Assault Marker on the assaulting stack.

Units that declare an Assault when already adjacent to an enemy unit mark the unit with an Assault Starting Adjacent Marker. Clearly, it is beneficial to declare the Assault when further away, but sometimes needs must.

After the Assault Marker is placed, the stack completes its move adjacent to the target hex, pointing the Assault Marker arrow towards the target. The Phasing Player may continue moving the remainder of his units.

Once an Assault marker is placed, it cannot be withdrawn. It must be resolved in the Assault Phase.

Assault Resolution Assaults are resolved during the Assault Phase. Each Assault is resolved to completion before proceeding to the next Assault. The Phasing Player chooses the order in which the Assaults are resolved.

13.1.2 Assault Restrictions

  1. Infantry Only: Only infantry units may initiate an Assault.
  2. Orders: To initiate an Assault infantry units must have an Attack Order and must have been In Command during the Command Status Phase.
  3. Stacking: All infantry units in a stack must participate in the Assault. All units in a stack must Assault the same target hex.
  4. Facing: A stack may only Assault targets in its front hexes.
  5. One Target Hex: A stack may only Assault one target hex.
  6. Multiple Assaulting Hexes: Multiple stacks may Assault a single target hex. It is resolved as one Assault.
  7. Reactions: Once a stack declares an Assault, it is not allowed to perform any Reactions. The target of an Assault is only allowed to perform Reactions in response to the first stack to declare an Assault against it.

EXCEPTION Artillery that is the target of an Assault may still perform Reaction Fire, against other stacks.

13.1.3 Conducting an Assault

The following procedure outlines the order of all activities that occur during an Assault.

  1. Empty Target Hex (13.3) Units, that are automatically eliminated by Assault, are removed now. Units, that automatically Retreat, do so now. If no units remain in the target hex, proceed to Advance after Combat.
  2. Attacker Morale Check (13.1.4) Each assaulting stack takes a Morale Check. If all assaulting units were forced to Retreat, proceed to Finish.
  3. Defender Morale Check (13.1.5) The defending stack takes a Morale Check. If the defenders were forced to Retreat, proceed to Advance after Combat.
  4. Alterations
    • Remove Skirmishers Markers from attacking and defending stacks.
    • Units, not in SeD, that assault across a Hexside Obstacle enter Disorder, if not already in Disorder, or worse.
  5. Defensive Fire (13.4) Defending units make a Defensive Fire Attack against one assaulting stack. If all assaulting units are eliminated, or are forced to Retreat, proceed to Finish.
  6. Offensive Fire (13.4) Each assaulting stack makes an Offensive Fire Attack against the target stack. If all defending units are eliminated, or are forced to Retreat, proceed to Advance after Combat.
  7. Hand to Hand with Cold Steel (13.5) If the defenders are in a Fortified Post, or BUA, hex, conduct Cold Steel Combat. If the defenders win, proceed to Finish. If the defenders were eliminated, or are forced to Retreat, proceed to Advance after Combat.
  8. Advance After Combat (13.6) Attacking units, that are in the Normal Morale State, enter Disorder. At least one attacking unit, must Advance after Combat, if the target hex is now empty.

13.1.4 Attacker Morale Check

Each assaulting stack takes a Morale Check.

Pass Each stack, that passes, applies the Well Directed Fire FSM to its Offensive Fire Attack.

Fail Each stack, that fails, worsens its Morale State by one level. If no assaulting units remain adjacent to the target hex, the Assault is finished.

13.1.5 Defender Morale Check

The defending stack takes a Morale Check. Consult the Assault Defender MC Modifiers Chart for applicable DRM.

Pass A defending stack, that passes, applies the Well Directed Fire FSM to its Defensive Fire Attack.

Fail Defenders worsen their Morale State by one level, when they fail their MC. Units in Posts are not required to retreat, unless they become Broken, or they Rout.

Assault Odds MC DRM Defending units, that are assaulted from two or more hexes, modify their Defenders Morale Check by -10, for each hex, over the first, assaulting them. The modifier is the number of assaulting hexes minus one multiplied by -10 or in mathematical terms DRM = (assaulting hexes - 1) x -10.

If the attacker is assaulting from three hexes against the same target hex, the defender modifies his Defender MC by -20 ((3-1) x -10) in addition to any other applicable modifiers.

13.2 Charge

Although some types of cavalry carried carbines and pistols this was primarily for use on outpost or detached duty and not typically used to effect on the battlefield. Cavalry's most powerful weapon is shock and fear.

There are two types of Charges:

  1. Charge: Only units with Attack Orders may initiate Cavalry Charges.
  2. Reaction Charge: Non-phasing units may attempt Reaction Charges any time units voluntarily enter, leave, or change formation, in the ZOC of enemy cavalry.

When a cavalry unit Charges it conducts Close Combat against units in one hex. This hex is called the target hex.

13.2.1 Initiating Charges

At any time during their movement, cavalry units, that have Attack Orders, may declare Charges.

To declare a Charge, the cavalry unit moves adjacent to the intended target hex and a Charge Marker is placed on top of the cavalry unit. A target hex can only be Charged by one charging stack per Charge Phase. The Charge will be resolved during the Charge Phase. The Phasing Player may continue moving the remainder of his units.

Once a Charge marker is placed, it cannot be withdrawn. It must be resolved in the Charge Phase.

Charge Resolution Each Charge is conducted and resolved to completion one at a time during the Charge Phase. The Phasing Player chooses the order in which the Charges are resolved.

13.2.2 Charge Restrictions

All restrictions that apply to Charges also apply to Reaction Charges, unless otherwise stated.

  1. Orders: To initiate a Charge, cavalry units must have an Attack Order, and must have been In Command during the Command Status Phase. Not required for a Reaction Charge.
  2. Formation: Cavalry units must be in Line or Column formation to Charge.
  3. Morale: Cavalry units must be in the Normal Morale State to initiate a Charge.
  4. Spent: Cavalry units with a Spent marker may not initiate a Charge.
  5. Facing: Cavalry units may only Charge through their front hex sides.
  6. Terrain: Cavalry units may not initiate a Charge while in MDT or HDT hexes. Cavalry must be in Column formation to Charge units in MDT hexes. Cavalry may not Charge units in HDT hexes.

13.2.3 Conducting a Charge

The following procedure outlines the order of all activities that occur during a Charge.

  1. Empty Target Hex (13.3) Units, that are automatically eliminated by Charge, are removed now. Units, that automatically Retreat, do so now. If no units remain in the target hex, proceed to Advance after Combat.
  2. Combat versus Infantry and Artillery Use this procedure when the target of the Charge is infantry and/or artillery. For combat versus cavalry, proceed directly to Terrain and then Cold Steel.
    • (a) Defender Morale Check (13.2.4) The defending stack takes a Morale Check. If the defenders were forced to Retreat, proceed to Advance after Combat.
    • (b) Remove Skirmishers Markers Remove Skirmishers markers, if any, from the defenders.
    • (c) Defensive Fire (13.4) Defending units make a Defensive Fire Attack against the charging stack. If all charging units are eliminated, or are forced to Retreat, proceed to Finish.
  3. Terrain Cavalry, that conducts Cold Steel Combat across a Hexside Obstacle (HO) or into a MDT hex enters Disorder, if not already in Disorder.
  4. Cold Steel (13.5) Resolve the Cold Steel Combat. If the defender was eliminated, or forced to Retreat, proceed to Advance after Combat. Otherwise, proceed to Regroup.
  5. Advance After Combat (13.6) Attacking units, that are in the Normal Morale State, enter Disorder. At least one attacking unit, must Advance after Combat, if the target hex is now empty. Proceed to Regroup.
  6. Regroup (13.2.5) Both attacker, and defender, Cavalry, that were not eliminated, or forced to Retreat, may Regroup.

13.2.4 Defender Morale Check

The target stack takes a Morale Check. Consult the Charge Defender MC Modifiers Chart for applicable DRM.

Pass A defending stack, that passes, applies the Well Directed Fire FSM to its Defensive Fire Attack.

Fail Each stack, that fails, worsens its Morale State by one level.

Charging Unit CVM The target stack modifies its Morale Check by -5 multiplied by the CVM of the top unit of the charging stack.

EXAMPLE A stack with two cavalry units with the top unit having a CVM of 3 charges. The target hex's Defender MC will be modified by -5 x 3 or -15.

13.2.5 Regroup

Cavalry, that was not forced to Retreat during the Charge, may Regroup. Units, that Regroup, may move up to 3 hexes. They are not allowed to change formation.

Both attacking and defending cavalry, that were not forced to Retreat, may Regroup. Attacking units perform their Regroup first.

13.2.6 Spent Horses

Cavalry units that participated in a Charge as either the attacker or defender become Spent. Mark the units with two Spent markers at the conclusion of a Charge. Cavalry units with a Spent marker may not initiate a Charge.

Stacks, that have a Spent marker, remove one such marker each friendly Cavalry Recovery Phase.

13.3 Empty Target Hex

In Close Combat there are a few cases where defending units will automatically vacate their hex, or due to some previous incident, were eliminated, or vacated the hex, prior to the resolution of the Assault or Charge.

Routed Routed units are eliminated when assaulted or charged.

Broken Broken units enter the Rout Morale State when assaulted or charged.

Artillery Limbered artillery that is not stacked with infantry is eliminated if charged or assaulted.

Road Column Units in Road Column become Broken when enemy Combat Units move adjacent.

13.4 Offensive and Defensive Fire

Offensive and Defensive Fire occurs during an Assault. During a Charge against infantry or artillery only Defensive Fire is conducted.

Defensive and Offensive Fire is conducted as a Fire Attack with the regular FSM plus any Well Directed Fire FSM obtained by passing an Attacker or Defender MC. Each assaulting stack makes a separate Fire Attack. Apply the results of each Fire Attack as in 12.3.

Defending units can only perform Defensive Fire against one attacking stack in their front hexes.

Units in Square formation may fire at two attacking stacks under the restrictions of 7.8.2.

Morale Checks Any resulting Morale Checks against the target of an Offensive, or Defensive, Fire Attack additionally apply the Offensive/Defensive Fire DRM.

Units that fail a MC as a result of Offensive, or Defensive, Fire worsen their Morale State by two levels.

Units defending in Posts worsen their Morale State by only one level. They do not retreat if they become Shaken.

A unit in the Normal Morale State, and not in a Post hex, that fails a MC triggered by Offensive Fire or Defensive Fire enters the Shaken Morale State.

13.5 Cold Steel Combat

Cold Steel Combat is fighting with l'arme blanche using swords and bayonets.

Cold Steel Combat only occurs when cavalry units Charge, or Reaction Charge, or when units Assault Fortified Posts or Built-Up-Area (BUA) hexes.

13.5.1 Cold Steel Combat Resolution

To resolve Cold Steel Combat both players roll one die. Each sums his CVM values for each of his participating stacks and adds them to his roll. The highest, modified, roll wins. The defender wins ties.

For modifiers that apply to Cold Steel Combat, refer to the Hand to Hand CVM Chart for Assaults, or to the Charge CVM Chart for Charges.

Cold Steel Combat Results Units that, lose Cold Steel Combat, worsen their Morale State by two levels retreating as necessary.

Units defending in Posts worsen their Morale State by only one level. They do not retreat if they become Shaken.

Unlimbered artillery in a stack, that loses Cold Steel Combat, is eliminated.

Cold Steel Combat Losses The attacker's modified die roll is used to determine the losses inflicted on the defender. Likewise, the defender's modified die roll is used to determine the losses inflicted the attacker. To determine losses inflicted use the modified die roll to locate the result on the Cold Steel Losses Chart.

Leader Casualties An unmodified die roll of 9 in Cold Steel Combat indicates a Leader casualty on an opposing stack. If multiple Leaders are present randomly choose which one becomes a casualty.

13.5.2 Modifiers

Some modifiers require further explanation.

Unit CVM The CVM of the top unit in a stack is used for Cold Steel Combat.

Cold Steel Odds Determine if the attacker or defender has more SP. Divide the larger number by the smaller number and round to the nearest odds on the Cold Steel Odds Chart. Index the chart to find the Odds CVM. If the attacker has more SP, apply the modifier to the attacker's die roll. If the defender has more SP, apply the modifier to the defender's die roll.

Square Units in Square, that are the target of a Charge, receive a +1 CVM bonus for each infantry SP in the target hex.

An infantry unit in Square with 3 SP would receive a +3 CVM bonus.

Leader CVM The CVM value of only one leader in each stack may be applied to Cold Steel Combat. It is the owning player's choice of which leader he uses.

Multiple Stacks Multiple stacks, that Cold Steel Combat against the same target hex, calculate the CVM value of each attacking hex separately and sum them to determine the total attacker CVM value applied to the Cold Steel Combat die roll.

EXAMPLE A cavalry unit charges into the front facing of an infantry unit in open terrain with 3 SP and a CVM of 1. The cavalry unit has 5 SP and a CVM of 2. Both units remain in good order and the cavalry survives the defensive fire unscathed. Now it is time for Cold Steel Combat. The Cold Steel Odds are 5 SP to 3 SP, rounded to 3-2, in favor of the cavalry yielding a +1 CVM. The cavalry has a cumulative CVM of 4, with the +1 CVM for charging, and the infantry has a net CVM of 1. Each rolls a single die and adds their CVM. The infantry rolls a 9, modified to 10 and the cavalry rolls an 8 modified to 12. The modified infantry roll of 10 indicates 1 step loss is inflicted on the cavalry. The modified cavalry roll of 12 indicates 1 step loss is inflicted on the infantry. The infantry loses the Cold Steel Combat since their modified die roll was less than the modified die roll of the cavalry. The infantry unit worsens its Morale State by two levels to Shaken.

13.6 Advance After Combat

At least one attacking unit, must Advance after Combat, if the target hex is empty. Units that are required to enter Disorder, do so before entering the empty target hex.

The owning player may decide the order in which the units in the stacks advance into the target hex. They are not allowed to violate stacking requirements.

Defending units never Advance after Combat.

Formation Changes Units, that advance into MDT, or HDT, hexes, must be in a formation allowed in those hexes prior to advancing. This is a free formation change and does not cost MP.

Facing Changes Infantry units may change facing after the advance.

14 Reactions

14.1 Triggering Reactions

When a Combat Unit voluntarily moves opposing units may attempt limited Reactions. The decision to attempt a Reaction is always voluntary on the part of the reacting player.

Units, that move into a hex already occupied by friendly units, do not trigger Reactions. Units, that leave a hex that remains occupied by other friendly units, do not trigger Reactions.

The following actions do not trigger Reactions:

  1. Retreat Movement
  2. Leader Movement
  3. Units that trigger a Reaction may not themselves make a Reaction in response to the reacting unit. There is no chain of Reactions.

Units, that trigger a Reaction, immediately stop moving until the Reaction is resolved. Refer to each type of Reaction to determine precisely when a Reaction is triggered.

If the Reaction did not end the movement of the triggering stack, it completes the action that triggered the Reaction and may continue moving.

A unit may attempt only one type of Reaction per triggering event. If eligible, it may attempt the same, or a different Reaction, in response to a later triggering event by the same, or different, units. Multiple actions, such as changing formation, and then exiting EZOC, each count as separate triggering events. Resolve them each as they occur.

Multiple types of Reactions by different units may be triggered by a single event. In this case, they are resolved in the following order:

  1. Reaction Fire
  2. Reaction Formation Change
  3. Reaction Charge

A cavalry unit may exit the EZOC of an infantry unit triggering Reaction Fire which also happens to be in the EZOC of enemy cavalry.

14.2 Reaction Fire

14.2.1 Infantry

Combat Units that voluntarily change formation within or exit the EZOC of infantry trigger Reaction Fire.

Skirmishers Units with skirmishers deployed, including SeD, have an extended Reaction Fire capability. Combat Units moving into, changing formation within, or leaving, the front hexes of skirmishers trigger Reaction Fire.

Defining the reaction fire zone of skirmishers as their front hexes, instead of ZOC, gives skirmishers the ability to reaction fire in MDT and HDT hexes where ZOC does not extend. This capability is granted, because the skirmishers are assumed to be spread out in front of the core of the unit.

14.2.2 Artillery

Artillery has an extended Reaction Fire capability. Combat Units moving into, changing formation within, or leaving the EZOC, of artillery trigger Reaction Fire.

14.2.3 When

Reaction Fire takes place immediately before the triggering unit completes the triggering action.

A unit, that leaves the EZOC of artillery, is subject to Reaction Fire at one hex range, before it leaves the hex. A unit, that changes formation in EZOC, is subject to Reaction Fire in its current formation. A unit, that moved into an artillery EZOC, is subject to Reaction Fire at a range of two hexes.

14.3 Reaction Formation Change

The non-phasing player's infantry units may attempt to form Square, when phasing cavalry moves adjacent.

Units must be in the Normal Morale State to attempt to form Square.

To attempt to form Square a unit takes a Morale Check. A unit that passes its Morale Check changes formation to Square. A unit that fails its Morale Check may not change formation and worsens its Morale State by one level.

14.3.1 When

A Reaction Formation Change attempt must be made immediately after the cavalry moves adjacent.

14.4 Reaction Charge

The moving player's Combat Units that voluntarily enter, or leave, or change formation in the EZOC of a cavalry unit may trigger a Reaction Charge.

14.4.1 When

The Reaction Charge attempt must be made immediately after an enemy stack enters its ZOC. The Reaction Charge attempt must be made immediately before an enemy stack attempts to leave, or changes formation within its ZOC.

A single event may occur in the ZOC of multiple stacks. In this case, only the first stack to pass its Reaction Charge Check conducts its Reaction Charge.

14.4.2 Reaction Charge Check

To Reaction Charge units must pass a Morale Check except the consequences are different.

If the stack fails it is not allowed to make a Reaction Charge. It does not worsen its Morale State. If the reacting stack passes, the Reaction Charge is resolved immediately using the Reaction Charge Procedure.

14.4.3 Conducting a Reaction Charge

The hex of the unit, that triggered the Reaction Charge, is automatically the target hex.

The actions in each step are the same as in the Charge procedure.

  1. Combat Sub-Procedure
  2. Cold Steel (13.5)
  3. Advance After Combat (13.6)
  4. Regroup (13.2.5)
  5. Finish

15 Terrain Effects

Terrain is categorized into a few types to aid in consistency and to reduce the need for special rules in each game. Not all of these appear in every game.

There are five classes of hex terrain.

  • Open Terrain
  • Light Density Terrain (LDT)
  • Medium Density Terrain (MDT)
  • High Density Terrain (HDT)
  • Impassible

Every hex on the map fits into one of these categories.

The Terrain Effects Chart (TEC) shows the class of each type of terrain on the map. The TEC also shows the MP costs of terrain for each unit type, applicable FSM and CVM values, height of the terrain and if it potentially blocks LOS.

Built Up Areas Built Up Area (BUA) hexes are any hex with buildings.

Terrain Formation Restrictions Terrain restricts the type of formation allowed in each hex.

  • Combat Units in any formation may enter Open or LDT hexes.
  • Infantry must be in Column, SeD, or in Road Column to enter MDT or HDT hexes.
  • Cavalry must be in Column, or in Road Column to enter MDT hexes.
  • Cavalry may not enter HDT hexes unless on a Road or Trail and in Road Column.
  • Artillery may not enter MDT, or HDT, hexes, that are not also Fortified Post hexes, unless on a Road or Trail and in Road Column.
  • Artillery may unlimber in Open hexes, LDT hexes, MDT Post, or HDT Post hexes.

15.1 Hexside Terrain Features

Hexside terrain features may not conform exactly to the side of a hex. Players should consider the terrain to occupy the hexside it is closest to.

Fire Combat Only Fire Attacks, whose LOS crosses a hexside feature, apply the indicated FSM from the TEC.

Cold Steel Combat Units, that are the target of Cold Steel Combat from multiple hexes, apply the least favorable CVM for hexside terrain.

15.1.1 Hexside Obstacles

Hexside Obstacles include streams, banks, walls, hedges, etc. These terrain features impose constraints on movement and combat taking place across them. The Terrain Effects Chart indicates which hexside terrain features are Hexside Obstacles.

15.2 Fortified Posts

Any hex containing stout buildings suitable for fortifying in the field, or containing field works, could be Fortified Posts. Hexes containing Fortified Posts (Posts for short) are specified in the Scenario Rules.

There are two types of Posts: Fortified Buildings and Earthworks. Each type of Post can be either MDT or HDT class hexes.

Fortified Post markers are colored to aid in identifying which player's units are beneath the counter. Either player's units may occupy the Fortified Post hex and benefit from it. Change the marker as needed.

Figure 11: Fortified Post Markers.

15.2.1 Fortified Buildings

Units in Fortified Buildings have all around facing.

Hexes designated by the scenario rules can be turned into Fortified Posts. A Fortified Post is established at the end of any Movement Phase that an infantry battalion spends its entire Movement Allowance in the hex. A building that is fortified, remains a Fortified Post through the end of the game.

Mark Fortified Post hexes with the appropriate Fortified Post Marker for the type of terrain class in the hex, MDT or HDT.

15.2.2 Earthworks

Earthworks such as ravelins, redans, lunettes and redoubts, et. al., are a type of Fortified Post. Games containing earthworks include counters to use in marking their position.

Units beneath the Earthwork counter are considered to be inside the Earthwork. Units on top of the Earthwork counter are outside of the Earthwork. Only units inside the Earthwork receive its benefits.

All units in the hex must be inside or outside of the Earthwork. A combination of units inside and outside the Earthwork is not allowed.

Figure 12: Examples of Earthworks - Redan/Flèche, Redoubt, Lunette.

Facing Units inside the Earthwork have the facing of the Earthwork. The front hexsides of the Earthwork are indicated on the counter by a thick black line along the hexside. All other hexsides of the Earthwork are flank hexes.

Units outside the Earthwork may adopt any facing their formation allows.

Fire Attacks Units inside Earthworks, that are fired upon through its front hexsides, apply the FSM shown on the Earthwork marker. Units inside the Earthwork, that are fired upon through the Earthworks flank hexsides, and units that are outside the Earthwork, use the FSM of the other terrain in the hex.

Close Combat The front hexsides of an Earthwork are treated as Hexside Obstacles. The CVM on the Earthwork marker, only applies if all Close Combat attacks against the hex, occur across the front hexsides of the Earthwork.

The Earthwork has no effect upon units conducting Close Combat across the Earthwork's flank hexsides.

15.2.3 Fortified Posts & Cavalry

Cavalry may enter hexes containing MDT Fortified Posts under the same restrictions as entering other MDT hexes.

Cavalry that enters an MDT Fortified Post hex is considered to be outside the building, or earthwork. Cavalry is placed on top of the marker to indicate that it is outside of the Fortified Post. Cavalry does not receive any of the benefits of occupying a Post hex.

16 Weather Effects

Weather and atmospheric effects are standardized to aid in consistency and to reduce the need for special rules in each game. Not all of these appear in every game.

Weather effects incorporates several categories that effect game play:

  • Time of day (dawn, day, dusk and night)
  • Smoke
  • Weather

16.1 Twilight

The scenario rules will indicate what time Twilight begins for dusk or ends for dawn.

The following restrictions apply during Twilight turns:

  1. The Command Range of Leaders is reduced by one, but never less than zero.
  2. A clear LOS is limited to a distance of 4 hexes.

16.2 Night

The scenario rules will indicate what time Night begins or ends.

The following restrictions apply during Night turns:

  1. The Command Range of Leaders is reduced by three, but never less than zero.
  2. A clear LOS is limited to adjacent hexes.
  3. Cavalry may not initiate any type of Charge.

Part II: Battalion Game

Players should familiarize themselves with the Battalion Game before playing the Brigade Game.

1 Introduction

Glory and Empire is a game series devoted to grand tactical command, maneuver and combat during the French Revolutionary and Napoleonic Period. The player is cast in the role of Army Leader. Though the player must still move all of his pieces on the "chess board." However, just as in chess there are limits on how he may maneuver his pawns and knights. The game is designed for two or more players, but may be played solitaire.

Do not skip the Game Components and Terminology sections. This wargame contains period terminology, that may be unfamiliar to gamers, used to playing 20th century wargames. Skimming them will considerably aid players in comprehending the rules.

Scale Each turn represents 20 minutes of game time. Each hex of the map represents approximately 125 meters of terrain. Infantry units represent battalions, half-battalions or companies. Cavalry units represent regiments or squadrons. Artillery units represent batteries, half-batteries or gun sections.

2 Game Components

2.1 Rules

The Series rules consists of the Soldier’s, Battalion, and Brigade Game rules sets. Each set increases simulation accuracy. The Soldier’s, Battalion and Brigade Game rules are combined in a single booklet, this booklet.

References to the Brigade Game that occur in the Battalion Game rules are marked with a bicorne (rendered in this transcription as "[Brigade Game]" at the start of the marked paragraph).

References in the Battalion Game terminology, and sequence of play, that are not in the Soldier’s Game, are marked with a shako.

Players that are new to the period should begin with the Soldier’s Game, which introduces foundational concepts about warfare during the French Revolutionary and Napoleonic period. Gamers that want to step up to a full fledged battalion level simulation will want to learn the Battalion Game. Those, who want to explore the nuance of command and control during this period, can avail themselves of the Brigade Game which covers higher level maneuvers, artillery and formations in detail.

Optional rules provide more historical accuracy, but may substantially slow game play.

Players are encouraged to experiment and adopt house rules where they wish to add or lessen detail.

2.2 Charts

The Soldier’s Game requires the use of player aid card, PACO1. It has the same orange musket and footer as in the Soldier’s rules. The Battalion and Brigade Games requires PACO2. In addition, the Glory and Empire Player Aid Card (PACO03) has charts and diagrams to help jog players’ memories, but are not strictly necessary for play. These have a red cannon, green sabre and red footer as in the Battalion rules. The Brigade Player Aid Card (PAC04) has diagrams showing Grand Tactical Formation Evolutions and their Die Roll Modifiers (DRM) for Evolution Checks, as well as the Fatigue Chart. It has a green sabre and green footer as in the Brigade rules.

Items on the charts in a rosy red color apply only to the Brigade Game. Player’s may find it helpful to keep the charts close to hand as they read the rules.

Command Displays The Command Displays show the organization of the opposing armies and the command relationships between leaders and their units. They show the chain of command from the Overall Commander down to each brigade leader.

Miscellaneous Charts In addition, there are turn record and random events charts, and a sequence of play and procedures reminder card. The Brigade game also makes use of ammunition consumption charts which players may photocopy for personal use.

2.3. Dice

Two 10 sided dice of different colors are required. When one die is rolled the result is interpreted as 0 to 9. When two dice are rolled, one die is the 10’s digit, and the die of a different color is the 1’s digit. Two dice results are interpreted as 00 to 99.

2.4 Counters

Please refer to the All Games side of the Glory and Empire Player Aid Card (PAC03) for the layout of the information on the unit counters.

Infantry, Cavalry and Artillery units are Combat Units. Leaders are not Combat Units. All are collectively referred to as Units. Markers are used to denote a variety of factors effecting the formation, morale, command status and other states of a unit.

Identification Each unit has a unique designation on the right hand side of the counter and its higher level organization on the left hand side of the counter. Horizontal stripes at the top, middle, and bottom of the counter aid in distinguishing the command a unit or leader belongs to. The middle stripe is referred to as the “belt.” The bottom stripe of the counter are referred to as the “pants.”

Steps Step losses reflect the degradation of the unit as it takes casualties. Each Combat Unit counter has 1 to 4 steps. The number of Steps a unit has remaining is shown on the unit counter as diamonds in the middle stripe, or “belt,” of the counter.

A unit with 2 steps is represented with one counter with the two step side on the front and the one step remaining side on the reverse. A unit with 3 or 4 steps will have a second counter with reduced step values. Only one of these two counters is allowed on the map at a time.

Multi-Counter Combat Units In some cases a unit may be represented by multiple Combat Unit counters. This may be done for large units. Or it could be done to allow the unit to be distributed along the battle line as was often done with British rifle armed units. In any case, do not confuse these with additional counters for step losses. It will be clear on the Command Display how many counters make up a unit.

EXAMPLE Suppose we have a really large French Old Guard battalion at the start of the 1812 campaign. It has 1000 men. Since it is large it is broken into two counters each of 5 SP. Since, they are Old Guard, mais oui, they have 4 steps per counter, or 8 steps in total. The battalion would have two counters representing 4 and 3 steps remaining, and two more representing 2 and 1 steps remaining. In any case, only two counters for the battalion would be on the map at any one time.

Combat Unit Size Combat Unit size is indicated by the number of “dots” above the unit symbol. One dot represents a company or squadron, two dots represents a battalion, and three dots represents a regiment.

Strength Points (SP) Each Combat Unit counter has a Strength Point value that represents a number of infantry, cavalry or artillery. Each SP represents 100 infantry, 50 cavalry or 2 artillery pieces. A Leader counter has zero SP and is not shown on the counter.

Morale Value Each Combat Unit has a Morale Value indicating its ability to maintain cohesion while maneuvering and during combat. Low values are better. Leaders have a Morale Die Roll Modifier (DRM) instead.

Combat Value Modifier (CVM) Value The Combat Value Modifier is added to the die roll to resolve Cold Steel Combat during Charges or Hand to Hand

Combat. Units have a CVM located on the counter in a light green shaded box.

Movement Allowance (MA) A unit’s Movement Allowance is not shown on the counter.

A unit’s maximum Movement Allowance is fixed by unit type, formation, Command Status and whether or not the unit is Force Marching.

Consult the Movement Rates Chart.

2.4.1 Leaders

Leaders are not denoted by any particular symbol and have only a representation of their uniform on the counter.

There are three types of leader counters:

  • Overall Commanders (OC)

  • Ordinary Leaders: Army, Wing, Corps, Division and Brigade Leaders

  • Aides-de-Camp (ADC) - aka staff or supernumerary officers

At any given time, there is only one Overall Commander per side. An Overall Commander is not always an Army Leader, but may be a lower ranking leader depending on the size of the forces involved.

Markings Overall Commanders are identified by a Sash over their uniform.

The echelon in the chain of command of an OC, or an Ordinary Leader, is marked by a number of X’s in the “belt” stripe with X for a brigade leader, XX for a division leader, XXX for a corps or wing leader and XXXX for an army leader.

Aides-de-camp (ADC) have no echelon marking in the “belt” stripe. In addition, they have braid on the left side of the counter over the leader’s right shoulder. Aides-de-camp do not have subordinate units.

Replacement leaders are marked Repl on their Replacement side.

Command Range All leaders, that have subordinate units, have their Command Range, in hexes, denoted on the counter in a white circle.

Fire Strength Modifier (FSM) Value The Fire Strength Modifier, shown on the counter in a white box, is the number of column shifts applied to a Fire Attack by units stacked with the leader.

Morale Die Roll Modifier (DRM) All units stacked with the leader apply his Morale DRM to any test against a unit’s Morale Value.

The following leader values are used only in the Battalion and Brigade Games.

Leader Initiative Modifier (LIM) Value The OC and Ordinary Leaders have a Leader Initiative Modifier for testing for Orders Initiative and for Corps Leader Orders Checks.

Efficiency Rating (ER) Value OC, Wing and Corps Leaders have an Efficiency Rating shown as an exponent to the LIM value.

The ER value of Corps Leaders influences how many subordinates a Corps Leader may pass his orders to when he makes his Corps Leader Orders Check.

The ER value of OC and Wing Leaders is used to aide Corps Leaders in passing an Orders Check.

2.4.2 Infantry

Like the NATO symbol, infantry units are denoted by two cross-belts, which is placed over a representation of their uniform.

Skirmishers en Tirailleurs (SeT) The number of Strength Points (SP) a unit may deploy SeT is indicated by an exponent to the unit’s SP value.

Skirmishers en Débandade (SeD) An infantry unit, that is capable of deploying as Skirmishers en Débandade, is marked with a light infantry bugle. Such units armed with Rifles have a bugle in a red circle.

For convenience, units with one step and capable of deploying en Débandade are printed with the SeD symbol on the reverse side of the counter. For units, with more than one step use an SeD Marker.

Fire Strength (FS) Infantry has several Fire Strength values which are used when the unit is in different formations. | When firing in Column, or Square, begin with the FS = 1 column and apply Fire Strength Modifiers (FSM). When deploying Skirmishers en Tirailleur begin with the # on the Sk-# Marker and apply FSM. When firing in Line use the Fire Strength from the counter in the white box. When firing in Skirmisher en Debandade formation use the Fire Strength in the pink box.

2.4.3 Cavalry

Like the NATO symbol, Cavalry units are denoted by a single cross-belt, which is placed over a representation of their uniform.

There are three types of cavalry:

  • Light Cavalry (hussars, chasseurs, chevau-légers, lancers and light dragoons) - Denoted by a saber

  • Battle Cavalry (dragoons, carabineers, cuirassiers)

  • Denoted by two crossed swords

  • Irregular Cavalry (cossacks, guerrillas) - Denoted by a lance and pennant

2.4.4 Artillery

Artillery units have an unlimbered cannon symbol. Artillery units that do not have a Limbered Marker are in the Unlimbered state.

There are three types of artillery:

  • Light Foot Artillery - denoted by a stack of cannon balls

  • Heavy Foot Artillery - denoted by a side view of a cannon

  • Horse Artillery - denoted by a side view of a horse

Light Foot Artillery and Heavy Foot Artillery are collectively referred to as Foot Artillery in the rules. The main distinction is the movement allowance awarded to each type.

Figure 13: Battalion Game Markers - Attack Order, Reserve Order, Artillery Ammunition, Artillery Ammunition Out, Cavalry Spent, Limbered Artillery, Road Column, Skirmisher 1, Skirmisher 2, Skirmisher 3, Skirmishers en Débandade, Disorder, Shaken, Broken, Rout, Out of Command, Assault, Assault - Attack Method Violation, Assault - Starting Adjacent, Square.

Gun Types Artillery batteries may be composed of different types of guns. To distinguish which rows to use on the artillery charts the cannon symbol background is colored according to the row to use on the artillery chart. For example, if the artillery background color is orange use the orange row on the artillery charts.

Fire Strength In the Soldier’s and Battalion Games only Round Shot Fire Strength values are used. The

Brigade Game adds Shell Fire Strength for Howitzer Attacks, and Canister. Not all batteries will have all of these values. The FS for Round Shot is placed in a white box. The FS for Canister is contained in a yellow box. The FS for Howitzer Shells is contained in a blue box. The Brigade Game artillery chart is marked accordingly.

2.4.5 Markers

Markers are used to indicate the status of units. Refer to the All Games side of the Glory and Empire Player Aid Card (PAC03) for information about the die roll modifiers on the markers.

3 Terminology

Useful definitions.

Assets Assets are combat units that are indicated on the Command Display as reporting directly to a leader who also has other subordinate leaders. Assets may be attached to subordinate leaders.

[Brigade Game] Bombardment Zone (BZ) An area where several artillery batteries have created an intense concentration of artillery fire.

Built Up Area (BUA) Built Up Areas are village, town, farms, windmills and fortified post hexes. Essentially, any hex with a building in it.

Charge Zone A cavalry unit with a Charge Marker placed on it exerts a Charge Zone 4 hexes deep to its front.

Close Combat Infantry that Assault or cavalry that Charge conduct Close Combat against a hex.

Close Order Formations (COF) Line, Square, Column, and their variants, are close order formations.

Cold Steel Combat Cold Steel Combat is literally when swords and bayonets are actually crossed. It occurs as a part of Close Combat. For infantry versus infantry Cold Steel Combat rarely occurs except when terrain results in combat at close quarters. Generally, cavalry units do not make Fire Attacks. They Charge with Cold Steel. There are some games where irregular cavalry is allowed to skirmish.

Combat Value Modifier (CVM) A unit’s CVM is added to a player’s die roll for resolution of Cold Steel attacks.

Command A Command is a brigade, division, corps or any other organizational echelon comprising the forces of an army.

Command Initiative Modifier (CIM) The CIM is the Overall Commander’s Initiative Modifier used to modify each player’s start of turn initiative roll.

Command Check A Command Check is made when a battalion deployed as Skirmishers en Débandade wishes to place itself In Command.

Corps A Corps is a multi-division Command echelon. In the rules the term Corps will always be used for such an organization. However, in the scenario rules such a Command could also be called a Wing. The scenario rules will make clear which commands should be treated like Corps.

Counter Charge A Counter Charge is a Reaction Charge that is triggered by the movement of charging cavalry.

Die Roll Modifiers (DRM) Modifiers added to dice rolls.

[Brigade Game] Directing Unit (DU) The unit stacked with the Brigade Leader forming a GTF is the Directing Unit. All units of the GTF conform to it if they wish to remain In Command.

Disorder Check (DC) Units take Disorder Checks when moving too rapidly or over obstacles if they do not take the time to dress the ranks. They may also be required to take Disorder Checks when attempting to react to enemy moves. If the modified die roll is less than or equal to a unit’s Morale Value, the unit fails the DC.

Efficiency Rating (ER) An Overall Commander’s ER indicates the number of Subordinate Leaders that may use his LIM bonus. A Corps, or equivalent, Leader’s ER indicates the number of Subordinate Leaders he may pass an Order to, when he makes his Corps Leader Orders Check.

Enemy Zone of Control (EZOC) Combat units exert some degree of control over the hexes to their front. The ZOC of enemy units is abbreviated as

EZOC.

[Brigade Game] Evolution Check (EC) A GTF makes an Evolution Check when it completes an Evolution.

Fire Strength Limit The Fire Strength Limit is the maximum number of SP that may make Fire Attacks from one hex. Refer to the Fire Limits Chart.

Fire Strength Modifier (FSM) Fire Strength modifiers shift Fire Attacks to higher or lower columns on the fire chart.

Fortified Post Posts for short. A Post is any strong building that can be fortified, such as a church, mill, granary or farm. A Post can also be an earthwork. There are two classes of Posts: Medium Density and High Density.

[Brigade Game] Grand Column (GC) A GTF that is essentially a multi-unit Column.

[Brigade Game] Grand Column at Full Distance (GC-FD) A GTF that is essentially a multi-unit Column whose units are in Column at Full Distance.

[Brigade Game] Grand Tactical Formation (GTF) The Command Status of a Combat Unit is determined by its relationship to the GTF as a Line of Battle or a Grand Column.

[Brigade Game] Green Zone The area of a Skirmish Zone that extends two hexes from the hex of the parent unit. This is the green area shown in in Figure 18.

Hexside Obstacle (HO) A Hexside Obstacle is a terrain feature along a hexside designated as a HO on the TEC.

High Density Terrain (HDT) A classification of the terrain as very close. Units may only form Column or deploy as Skirmishers en Débandade in such terrain.

[Brigade Game] Initial Strike Hex (ISH) The Initial Strike Hex is the hex selected by firing artillery units as their target hex for Rolling Shot. The shot then bounds from the ISH.

Leader Initiative Modifier (LIM) Used by Leaders other than the OC to compare against a die roll for Orders Initiative or Corps Leader Orders Checks. The LIM value of an OC is used to modify the LIM value of his subordinates.

Light Density Terrain (LDT) A classification of the terrain as more open and not close. Units may form in close order formations in such terrain.

[Brigade Game] Line of Battle (LOB) A GTF made of a line of units where all units have the same facing. The line does not have to be contiguous.

[Brigade Game] Line of Fire (LOF) The Line of Fire is a straight line from the center of a hex containing firing artillery units to the center of the Initial Strike Hex and beyond to the artillery unit’s maximum range.

Line of Sight (LOS) An imaginary line from the center of one hex to another to determine if one can be seen from the other.

Medium Density Terrain (MDT) A classification of the terrain as close. Units may only form Column or deploy as Skirmishers en Débandade in such terrain.

Military Crest Military Crests occur where the grade, or slope, of the terrain changes from less, to more steep, when facing down hill.

Morale State A unit can be in one of five Morale States: Normal, Disorder, Shaken, Broken and Rout.

Movement Allowance (MA) Units that are not Broken or Routed receive a number of movement points that they may expend each turn to move.

Movement Point (MP) A point of Movement Allowance.

Open Terrain Any hex that is not LDT, MDT, HDT or impassible.

Overall Commander (OC) The Overall Commander is the Leader counter whose CIM is used to modify the Player Initiative Check to determine which side goes first each turn.

Post A short name for Fortified Post.

Reactions Reactions are a collection of actions that a player may take when the opposing player is actively moving his units. Reactions include: formation changes, reaction charges and reaction fire. The Brigade Game adds reaction moves.

Reaction Charge Zone While the opposing player is moving his units, a cavalry unit exerts a Reaction Charge Zone that is 3 hexes deep to its front. An opposing unit moving within this zone may be Reaction Charged.

Recall Check Cavalry in the midst of a Charge may attempt to end the Charge by making a Recall Check. Recall Checks are only allowed at specific times or after certain events.

Recall Skirmishers Check To voluntarily change formation during a friendly Movement Phase, a battalion deployed as Skirmishers en Débandade must pass a Recall Skirmishers Check.

Retreat Before Assault Skirmishers deployed en Débandade and Cavalry units may back away from assaulting enemy infantry.

Retreat Before Charge Light cavalry may run away from charging battle cavalry. Irregular cavalry may run from any cavalry. Skirmishers deployed en Débandade may run away from charging cavalry, but there are strict limits on how far they may run.

Retreat Before Combat Retreat Before Combat is a collective term that includes both Retreat Before Assault and Retreat Before Charge.

Retreat Movement Retreat Movement is a Retreat caused by entering the Shaken, Broken or Rout Morale States.

Rifle Zone The area of a Skirmish Zone that is three hexes from the hex of the parent unit. This is the pink area shown in in Figure 18. Only rifle armed units have a Rifle Zone.

Skirmish Zone A zone exerted by units deploying Skirmishers en Tirailleurs or en Débandade.

Skirmishers en Débandade (SeD) A mode of deploying skirmishers where the entire unit is in skirmish mode. This was used in very rough terrain or sometimes during the French Revolution- ary Wars of 1792-4 when units were not yet adequately trained. The rules differentiate deploying a company and an entire battalion in such a manner. There is some loss of command and control when an entire battalion is deployed as skirmishers.

Skirmishers en Tirailleurs (SeT) A mode of deploying skirmishers where the parent unit remains in its formation of column or line and deploys a portion of its unit as skirmishers to act in close concert with the battalion.

Target Hex The hex containing units that assaulting or charging units are attempting to Close Combat. Or a hex that is the target of a Fire Attack.

Terrain Effects Chart (TEC) The TEC shows movement costs, FSM and CVM for all types of terrain included in a particular game. In addition to Hexside Obstacles there are four classes of hex terrain density: Open, Light Density Terrain (LDT), Medium Density Terrain (MDT) and High Density Terrain (HDT).

Well Directed Fire A unit that passes its Attacker or Defender MC during an Assault or Charge is said to have delivered a Well Directed Fire. The Fire Strength of each passing stack is enhanced.

Zone of Control (ZOC) Combat units exert some degree of control over the hexes to their front. The ZOC of enemy units is abbreviated as EZOC.

4 Sequence of Play

Italicized phases apply only to the Brigade Game.

  1. Weather (16)
  2. Command Segment (4.1) - Performed by both players.
    • (a) Initiative Phase (5.1) The player who won the initiative chooses which player goes first.
    • (b) Command Attachment Phase (5.3.3)
    • (c) Orders Phase (5.4) The player who lost the initiative places orders first.
    • (d) Orders Initiative Phase (5.4.1) (shako - not in the Soldier's Game)
  3. First Player Turn - The player who goes first is the Phasing Player. The player who goes second is the Non-Phasing (NP) Player.
    • (a) Recovery Segment
      • i. Rally Phase (8.2)
      • ii. Cavalry Recovery Phase (13.2.12)
      • iii. Artillery Resupply Phase (7.9.3) (shako)
      • iv. Fatigue Recovery Phase (22.3)
    • (b) Fire Segment (4.2.2)
    • (c) Artillery Fire Segment (NP Player) (4.2.3)
    • (d) Movement Segment (4.2.4)
      • i. Attack Orders Phase (4.2.4, 5.4.2) (shako)
      • ii. Command Status Phase (4.2.4)
      • iii. Movement Phase (4.2.4)
    • (e) Reserve Segment (NP Player) (4.2.5)
      • i. Reserve Orders Phase (4.2.5, 5.4.2) (shako)
      • ii. Reserve Command Status Phase (4.2.5)
      • iii. Reserve Movement Phase (4.2.5)

4.1 Command Segment

Initiative Phase Both players roll one die and add their OC’s Command Initiative Modifier (CIM) to the die roll (5.1).

Command Attachment Phase Attach Assets to subordinate leaders (5.3.3).

Orders Phase Each side receives a limited number of Orders to place on leaders (5.4).

The player that lost the initiative places his Orders first.

Orders Initiative In the Orders Phase, Leaders, that have not been given an order, may be eligible to roll for initiative to gain an Order for themselves (5.4.1).

4.2 Player Turn

4.2.1 Recovery Segment

Rally Phase The phasing player rallies his units.

Cavalry Recovery Phase The phasing player removes one Spent Marker from each of his stacks of cavalry that have one.

Artillery Resupply Phase The phasing player’s eligible artillery units may attempt ammunition resupply.

Fatigue Recovery Phase The phasing player’s Brigades with a Fatigue Level greater than zero may enter Fatigue Recovery or reduce their Fatigue Level if already marked with a Fatigue Recovery Markers.

4.2.2 Fire Segment

The phasing player may fire all of his units that are eligible to fire.

4.2.3 Non-Phasing Artillery Segment

The non-phasing player’s artillery units may make Fire Attacks.

Artillery units may fire again during the player’s respective Fire Segments.

4.2.4 Movement Segment

Attack Orders Phase Each Corps Leader of the phasing player that has an Attack Order makes his Corps Leader Orders Check (5.4.2).

Command Status Phase The phasing player determines which of his units are In or Out of Command (5.3, 17.1)

Place Out of Command markers on units that are Out of Command. Remove Out of Command markers from units that are now In Command.

Movement Phase The phasing player now moves his units except for those with Reserve Orders. Units with Reserve Orders move during the Reserve Segment of the opposing player’s turn.

Disorder Checks may be required at the end of a unit’s movement.

As the phasing player moves his units, that have Attack Orders, he may declare Assaults, or Charges. Assaults and Charges are not resolved until the Close Combat Segment. As phasing units move, the non-phasing player may only perform Reactions.

Scheduled Reinforcements for the phasing player may enter the map at any time during the Movement Phase.

4.2.5 Reserve Segment

The Reserve Segment allows the non-phasing player a limited response to the moves of the phasing player.

Reserve Orders Phase Each Corps Leader of the non-phasing player that has a Reserve Order makes his Corps Leader Orders Check (5.4.2).

Reserve Command Status Phase The non-phasing player determines which units with Reserve Orders are In or Out of Command (5.3, 17.1).

Units that were Out of Command, at the start of this phase remain Out of Command, until the next friendly Movement Segment: Command Status Phase. Place Out of Command markers on units that are now Out of Command.

Reserve Movement Phase The non-phasing player may now move his units with Reserve Orders and that are In Command.

Units that voluntarily move during a Reserve Movement Phase may not voluntarily move again during the friendly Movement Phase of the same Game Turn. If the opposing player’s turn was first, retain the Reserve Orders Marker as a reminder that these units have moved once this turn and may not move again.

Disorder Checks may be required at the end of a unit’s movement.

As non-phasing units move the phasing player may only perform Reactions.

4.2.6 Close Combat Segment

In the Close Combat Segment all declared Assaults and Charges are resolved.

Charge Phase The phasing player’s cavalry, that are marked with a Charge Marker, now resolve their charges. At the end of the Charge Phase, remove all Charge Markers.

Assault Phase The phasing player’s infantry, that are marked with an Assault Marker, now resolve their Assaults. At the end of the Assault Phase, remove all Assault Markers.

Fatigue Check Phase The phasing player checks for increasing fatigue of Brigades marked with a Fatigue Check Marker.

4.3. End of Turn Segment

Leader Replacement Phase Leaders, that were captured, or became casualties in the previous turn, may now return to play using the replacement side of the counter.

5 Command

The fundamental purpose of command in this game system is to limit the amount of offensive action an army can perform, commensurate with their historical capabilities.

Command Displays The Command Displays show the organization of the opposing armies and the command relationships between leaders and their units. They show the chain of command from the Overall Commander down to each brigade leader.

The Command Displays show Army, Corps and Division Assets that may be attached to subordinate leaders. They show the Command Range between superiors and subordinates as a number in a circle on a colored line between the leader and his subordinates.

5.1 Player Initiative Check

During the Initiative Phase both players roll one die and add their Overall Commander’s Command Initiative Modifier (CIM) to their result. A leader’s CIM value can be found on the CIM Chart for each scenario.

The player with the higher result wins the initiative and decides which player conducts his Player Turn first. The decision as to which player goes first is made before proceeding to the next phase in the sequence of play.

If the result is a tie and neither roll is an unmodified 0, re-roll the dice. See Random Events (5.1.2) below.

5.1.1 Number of Orders

Using the same, modified, die roll, each player consults the Orders Chart to determine how many Orders he receives for the turn. The Orders received may be used as Attack or Reserve Orders at the player’s discretion.

The player who lost the initiative must place his orders first in the Orders Phase.

5.1.2 Random Events

If either player rolls an unmodified 0, a player rolls the appropriate number of dice again and consults the Random Event Chart to determine the event to implement. In this case, the Random Event Chart will indicate who won the initiative.

5.2 Leaders

5.2.1 Leader Modifiers

All Combat Units stacked with a Leader benefit from his bonuses. This is true even if a Leader is temporarily stacked with the units during movement. If more than one Leader occupies a hex, only one Leader’s modifiers may be chosen to effect die rolls. The owning player may choose which Leader’s modifiers he uses.

5.2.2 Capture

A Leader, that is stacked with Combat Units, which are completely eliminated, while in Enemy ZOC (EZOC) may be captured. Enemy units, that enter a hex solely occupied by Leaders, may capture them. Roll one die for each such Leader. A Leader is captured on a result of 8, or 9.

If either of the above conditions occur while a Leader is entirely surrounded by EZOC or enemy Combat Units, he is automatically captured.

Leaders, that are not captured, are moved to the nearest hex occupied by friendly Combat Units. Just pick them up and move them.

5.2.3. Replacements

When a Leader is captured, or becomes a casualty, place the Leader on the Turn Record Chart on the turn following the current turn. The Leader’s units will be Out of Command for, at least, one full turn. During the Leader Replacement Phase of the following turn, flip the counter over to reveal his replacement side and place the Leader with any of his subordinate units. The Leader now has the values shown on the reverse side of his counter.

Follow the same procedure when a replacement Leader becomes a casualty, except, he retains the values on the replacement side of the counter.

This is obviously a simplification to avoid having numerous replacement leader counters. Suffice it to say, that some leader would step up to assume command.

Some Leaders cannot be replaced and is indicated so on the reverse side of the counter by a skull and crossbones. In this case, remove the Leader counter from the map.

In many cases the replacement is another Leader already on the map, who commands a lower echelon formation. When the higher echelon replacement Leader returns to play, flip the lower echelon Leader, with the same name as the replacement, over to his replacement side.

5.2.4 Aides-de-camp

Aides-de-camp are Leaders, that do not have any subordinate units. They are under no restrictions to remain In Command of their superior. They may move during the owning player’s Movement or Reserve Movement Phases, but not both, as the owning player sees fit. They are essentially extra leaders that can be used at the owning player’s discretion to aid in rallying troops, aiding in assaults, and charges, etc.

5.3 Command Status

In the Soldier’s and Battalion Games, a simple Command Range system is used. In the Brigade Game, the Grand Tactical Formation (GTF) system determines which Combat Units are In and Out of Command. In all of the games, Command Range determines the Command Status of Leaders relative to their superior.

Command Status determines which units are In and Out of Command (OoC). Command Status is determined during the Command Status Phases of the Movement and Reserve Segments.

Units cannot regain In Command status during the Reserve Segment: Command Status Phase. Units that are Out of Command, during either of the two Command Status Phases remain so, until the next friendly Movement Segment: Command Status Phase in which they are back In Command. Retain the marker until that time.

Reinforcements Reinforcements are automatically In Command during the turn they enter the map.

Effects of Command Status Combat Units that are Out of Command have their MA reduced. Units that are Out of Command do not receive any Orders their Leader may have been given.

Out of Command units are not allowed to Force March.

5.3.1 Command Range

Each Leader has a Command Range, in hexes, to his subordinate units as shown on the Command Display in a circle between the Leader and his subordinates, and also in a circle on the Leader counter.

Each Leader traces a contiguous line of hexes to his subordinate units. The line of hexes is counted from the Leader to the subordinate, but exclusive of the Leader’s hex. In order for such a path of hexes to be valid it must be:

  • through terrain passable to leaders

  • free of enemy Combat Units

  • free of EZOC in hexes not also occupied by friendly Combat Units

Units that can trace such a path a number of hexes less than or equal to their superior’s Command Range are In Command.

OC Command Range The OC’s Command Range is relevant only to Combat Units that trace command directly to him. There is no requirement for any Leaders to remain within a specified distance of the OC to be In Command.

It might not be readily apparent, but the above means that leaders reporting directly to the OC, as indicated on the Command Display, are always In Command.

Column of Route A Combat Unit in Road Column is In Command, if it is adjacent to another Combat Unit, that is also In Command. A Column of Route is formed by a contiguous string of units in Road Column tracing a path to an In Command Combat Unit.

Unit Integrity Infantry battalions or cavalry regiments that have more than one unit counter (not step counter), are In Command if they are adjacent to another counter of the same unit that is In Command.

5.3.2 Garrisons

It is common that units are ordered to occupy a particular geographic location during a battle. A Garrison is defined by a geographic area as specified in the Scenario Rules.

Units assigned to a Garrison are considered In Command, if they remain within its boundaries. They may voluntarily leave the Garrison, even to Assault or Charge units outside of the Garrison, but like units leaving the Command Range of a Leader, will be Out of Command, until they return to the Garrison.

Assigning Units Units are assigned to Garrisons by Scenario Rules. Units assigned to a Garrison remain assigned to it until it is dissolved.

Dissolving the Garrison The Garrison is dissolved when all units assigned to the Garrison voluntarily, or involuntarily, leave it. Units that were part of a dissolved Garrison revert to the command of their leader as shown on the Command Display.

5.3.3 Attachments

Armies, Corps and Divisions often have artillery or cavalry as a reserve. These are called Assets.

Assets are assigned to Leaders during the Command Attachment Phase. Assets remain attached through- out the current turn. Players may freely change their attachment from turn to turn.

Assets may be attached to subordinate Leaders. Or, they may remain attached to their Leader as shown on the Command Display. In this case, they trace Command Status to their usual Leader using his Command Range. When attached to a subordinate Leader they trace to the subordinate Leader as if the unit was part of his Command.

EXAMPLE A Corps Leader has two cavalry regiments in his corps reserve (Assets). He could attach both to a subordinate Division Leader or to one of their subordinate Brigade Leaders. The cavalry would then trace to the Division Leader or Brigade Leader using their Command Range. Or, the Corps Leader could retain them, where they must remain within his Command Range to be In Command. Or, the Corps Leader could attach one each, to different subordinate Leaders, or any combination of attachments.

5.4 Orders

During the Orders Phase, players allocate Orders to their Leaders, or Garrisons. One of two order types may be given: an Attack or a Reserve Order.

An Order can be given to any Leader, including an OC, that has subordinate units. An Order can be given to a Leader entering as a Reinforcement on the current turn. An Order can also be given to a Garrison, regardless of the presence of a Leader in the Garrison. A Leader does not need to be In Command of his superior Leader to receive an Order.

The Leader, and all his subordinate units, and their subordinate units, and so on, down to the bottom of the command hierarchy, that are also In Command, are affected by the Order.

The more senior a leader is in the command hierarchy, the more units the Order applies to.

Orders, that are placed on an OC, apply only to him, and Combat Units that report directly to him.

Placing Orders A Leader can only receive one Order per turn. To give a Leader an Order place an Attack, or Reserve, Orders Marker on the Leader. To give a Garrison an Order place an Orders Marker on any hex within the Garrison.

The number of Orders, a player can assign directly to subordinates of a Corps Leader, is limited to that Corps Leader’s Efficiency Rating value.

EXAMPLE Assume a Corps consists of two Divisions, each of three brigades. The Corps Leader has an ER of

  1. Orders could be placed on up to two of his Brigade Leaders, regardless of their Command Status to their superior Leader, however, only their Combat Units and Attached units could be part of the Command with Orders. Alternatively, Orders could be placed on up to two of his Division Leaders, in which case, their Brigade Leaders and their units that are also In Command have the same Order. An Order could be placed on the Corps Leader, in which case, his Division Leaders, their Brigade Leaders and their Combat Units that are In Command also have the same Order. However, in the case of the Corps Leader, he must pass an Orders Check to apply the Order to his entire Corps (5.4.2).

Units with Attack Orders Only Combat Units with Attack Orders are allowed to initiate an Assault or Charge.

Units with Reserve Orders Units with Reserve Orders, that are In Command, move during the Reserve Segment of the opposing player’s turn. They do not move during the owning player’s Movement Segment.

5.4.1 Orders Initiative

Leaders that have not already been given an Order in the preceding Orders Phase, may be eligible to at- tempt to receive an Order by rolling for Orders Initiative.

  1. A Leader may only check for Orders Initiative, after all Orders awarded in the Orders Phase, have been allocated.

  2. A Leader may only check for one type of Order each turn. He cannot check for an Attack Order and then Check for a Reserve Order, or vice versa.

  3. A Leader may only check Orders Initiative once per Command Segment.

  4. Orders Initiative must be checked in the order from highest command level to lowest command level. That is, Corps is checked before Division and Division is checked before Brigade, and so on.

  5. A subordinate Leader, that is In Command, cannot check for Orders Initiative if any superior Leader, other than the OC, in his chain of command has already received an Order or checked for initiative.

To check for Orders Initiative the player specifies the type of Order and rolls one die. If the result is less than the Leader’s Initiative Modifier (LIM) then the Leader receives the Order. If the result is greater than or equal to the LIM value then the Leader does not receive the Order.

EXAMPLE A division with three brigades could have the division leader check for Orders Initiative, in which case, his brigade leaders, that are In Command, could not. Or, the division leader could forgo his initiative check and allow all three of his brigade leaders to roll for initiative. A brigade leader, that is not In Command, could still check for Orders Initiative, after the division leader checked for himself.

5.4.2 Corps Leader Orders Check

A Corps Leader marked with an Orders Marker must pass an Orders Check in order to apply the Order to his entire Corps.

Orders, that are passed to subordinate Leaders, apply to all of their subordinate Leaders, their units in their chain of command, and attached units.

Corps Leaders that have Attack Orders make their Orders Check in the Attack Orders Phase of their Movement Segment. Corps Leaders that have Reserve Orders make their Orders Check in the Reserve Orders Phase of their Reserve Segment.

To make an Orders Check roll one die and compare it to the Leader’s Leader Initiative Modifier (LIM) value.

  1. Die Roll ≤ LIM: Complete Success. Order applies to all subordinate Leaders and units of the Corps that are In Command.

  2. LIM < Die Roll ≤ LIM+2: Partial Success. Order may be passed to a number of subordinate Leaders equal to Corp Leader’s Efficiency Rating (ER) value.

  3. Die Roll > LIM+2: Minimal Success. Order may be passed to one subordinate Leader.

EXAMPLE For this example, consider a Corps Leader with an ER of 2 and a LIM of 4. He has one cavalry brigade and three divisions under his command. He receives an Attack Order. During the Attack Orders Phase, one die is rolled with a result of 5. It exceeds his LIM of 4. He fails his check and may not provide Attack Orders for his entire Corps. The die roll is less than his LIM+2, or 6, allowing him to pass his Attack Order to two, his ER value, of his four subordinate Leaders. They may be any two of his four commands as long as the subordinate Leaders are In Command as well. If he had rolled a 7, or more, then he would only be able to pass the Order to one of his subordinate Leaders.

5.4.3 Overall Commander

Besides the Player Initiative Check, the Overall Commander influences the battle by lending his LIM to subordinate Leaders as a bonus.

The OC may add his LIM value to a number of subordinate Leaders equal to the Overall Commander’s ER value. A subordinate Leader may add the OC’s LIM value to his own LIM value when making an Orders Initiative Check, or a Corps Leader Orders Check.

The OC may lend his LIM, up to his ER, in both the Orders Initiative Phase, and the Attack Orders Phase of the same turn. For example, if his ER is two, he could lend his LIM to two Leaders in the Orders Initiative Phase, and again to the same, or different, two Leaders in the Attack Orders Phase.

The OC may add his LIM value, regardless of the distance from the OC to his subordinate.

EXCEPTION The OC may not lend his LIM value to Corps Leaders Orders Checks, that occur during the Reserve Orders Phase.

EXAMPLE An OC has a LIM of 2 and an ER of 2. Two subordinate Corps Leaders, A and B, have a LIM of 2 and 3, respectively. A could add the OC LIM bonus of 2 to his LIM for a modified LIM of 4. If he rolls 4 or less then his entire command could receive an Order. Corps Leader B would have a modified LIM of 5.

6 Stacking

Stacking refers to the presence of more than one unit in a hex. Generally speaking, units on top of a stack are considered to be in front of other units in the stack.

The Stacking Limits Chart shows the maximum number of SP that can be placed in a hex of a given terrain type. In addition, other rules, such as formation and morale, may impose their own requirements on stacking.

Stacking limits and restrictions apply at all times during movement. Requirements and exceptions are listed below.

Markers Any number of markers may stack in a hex.

Leaders Any number of Leaders may stack in a hex.

6.1 Combat Unit Restrictions

  1. Friendly and enemy units cannot stack together ever.

  2. Units are not allowed to voluntarily exceed the SP stacking limits of a hex.

  3. Cavalry are not allowed to voluntarily stack with other types of Combat Units.

Cavalry may move through units deployed in SeD formation, but may not end their move stacked with them. Units in SeD formation may move through cavalry units, but may not end their move stacked with them.

6.1.1 Joining a Stack

Combat Units, that end their movement in the same hex as other Combat Units, must adopt the same Formation and Facing as the units already in the hex. Units that do not have enough Movement Points (MP) remaining to make the formation or facing change cannot enter the hex.

Artillery stacked with infantry, may have a different facing than the infantry and may be limbered, or unlimbered.

6.2 Stacking Order

Stacking order is important for combat, morale and movement.

Changing Stacking Order Units may change stacking order only when allowed to voluntarily move. A stack expends 1 MP to change stacking order.

7 Units and Formations

7.1 Facing

Combat Units have a specific facing as defined by each type of Formation or Morale State.

To indicate facing, place the top edge of the counter against a hexside or a hex vertex. as shown in the following diagrams.

Combat Units have front, flank and rear hexsides defined by their Formation.

  • Units that are in the Broken or Routed Morale States have all around facing.
  • Units in Square have all around facing.
  • Units in Skirmishers en Débandade have all around facing.

Units in other formations face according Figures 14, 15 and 16.

Figure 14: Line Formation Facing; Figure 15: Column Formation Facing; Figure 16: Road Column Formation Facing (diagrams, not reproduced).

7.1.1 Artillery

Artillery may face a hex side or a hex vertex. It is the owning player’s choice.

Artillery that faces a hex side has the same front, flank and rear hexes as a unit in Column. Artillery that faces a hex vertex has the same front, flank and rear hexes as a unit in Line.

7.1.2 Changing Facing

Units change facing by rotating the counter within a hex and resting the top edge of the counter against a different hex side or hex vertex.

Units in Column, or Road Column, that change facing, must rest the top edge of the counter against a hex side. Units in Line, that change facing, must rest the top edge of the counter against a hex vertex.

Units may change facing anytime they are allowed to move, except during Charge Movement. Changing facing does not cost MP.

7.2 Formation Changes

To voluntarily change from one formation to another during the Movement and Reserve Movement Phase a unit must expend MP. Refer to the Formation Change Cost chart. A unit must have enough MP remaining to complete a formation change. It cannot begin a formation change during one turn and complete it in the next.

At times a unit may be allowed to change formation without expending MP. These include: Reaction Formation Changes, Advance after Combat and Retreat Before Combat when joining a friendly stack.

A unit is only allowed to change formation at specific times:

  1. during the Movement, or Reserve Movement, Phases

  2. as a Reaction Formation Change

  3. when it enters the Broken or Rout Morale State it leaves its current formation

  4. when it Rallies from Broken, or Rout, to Shaken, and must enter Column

  5. during Advance after Combat into Medium Density Terrain (MDT) or High Density Terrain (HDT) hexes

  6. when joining a friendly stack during a Retreat Before Combat, or a Reaction

7.3 Column

Column is used for maneuver and assaulting Posts. Column can be formed in any type of terrain.

7.4 Line

Line is used for fire combat and assault. Line can only be formed in Open or Light Density Terrain (LDT) hexes.

7.4.1 Covered Flanks

The nature of the hex grid may cause a unit in Line to artificially present an open flank, when it is in fact part of a straight line of units. See Figure 17.

The flank hex of a unit in Line, that is also adjacent to the front hex side of another friendly unit, is a Covered Flank hex. Covered Flank hexes are front hex sides for all purposes.

Artillery firing at a target through its covered flank hex is considered Enfilade Fire (12.2.2).

7.5 Road Column

Road Column is used for moving more rapidly along Roads and Trails (9.1.3). However, units may form Road Column in any type of terrain. Place a Road Column Marker on units that are in Road Column.

Figure 17: Covered Flanks (diagram, not reproduced).

7.5.1 Stacking

Only one Combat Unit counter may occupy a hex when in Road Column.

7.5.2 Artillery

Limbered artillery on a Road or Trail is automatically in Road Column. They automatically leave Road Column when exiting a Road or Trail. They do not need to pay for a formation change.

7.5.3 Morale

Units in Road Column immediately become Broken when enemy units move adjacent.

7.5.4 Combat

Units in Road Column are not allowed to make Fire Attacks. Nor are they allowed to Assault or Charge.

7.6 Skirmishers en Tirailleurs

The game system offers two modes of deploying skirmishers. A unit that employs a portion of its troops as skirmishers to act in close concert with the parent unit is said to be en Tirailleurs. A unit that deploys entirely, or almost entirely, into skirmish order is said to be en Débandade. Some units can use both modes, some only one of the modes and some none. The counters will indicate the modes that can be employed. Collectively the two types are referred to as Skirmishers.

In the Soldier’s and Battalion Games, only infantry may deploy skirmishers.

Skirmishers en Tirailleurs allows a unit to deploy a number of SP as skirmishers. The number of SP a unit may deploy is indicated on the unit counter as an exponent to the SP value. If the number is 0, or is blank, then it may not deploy any Skirmishers en Tirailleurs.

Step losses may reduce the ability of a unit to deploy Skirmishers. Following a step loss, change or remove the Skirmishers Marker if the number of Skirmishers deployed exceeds the Skirmisher SP now indicated on the counter.

7.6.1 Deploying Skirmishers

To deploy Skirmishers, place a Skirmishers 1, 2 or 3 Marker on the unit. The number on the Marker indicates the number of SP deployed. Eligible units may deploy Skirmishers during the Movement or Reserve Movement Phases. Deploying Skirmishers does not cost MP.

7.6.2 Recalling Skirmishers

Units may recall Skirmishers during their Movement, or Reserve Movement, Phases. To recall Skirmishers simply remove the Skirmishers Marker. Skirmishers must be recalled during the appropriate step of an Assault or Charge. Recalling Skirmishers does not cost MP.

7.6.3 Facing

Units that deploy skirmishers retain the facing of their parent unit.

7.6.4 Stacking

Only the top Combat Unit in a stack may deploy Skirmishers.

7.6.5 Formation

Only units in Line or Column may deploy Skirmishers. Units with a Skirmishers Marker retain their current formation when the Marker is deployed. When a unit changes to a formation other than Line or Column remove the Skirmishers Marker.

7.6.6 Skirmish Zone

A unit with a Skirmishers Marker projects a Skirmish Zone extending two hexes from its front hexsides. These are the green bordered hexes in Figure 18 and are referred to as the Green Zone. A unit that is armed with Rifles and has a Skirmishers Marker projects a Skirmish Zone extending three hexes from its front hexsides. These include the pink and green bordered hexes in Figure 18. The pink hexes are referred to as the Rifle Zone.

The Skirmish Zone is immediately dissolved when the Skirmishers Marker is removed.

The Skirmish Zone may overlap with the Skirmish Zones of other units including those of enemy units.

The Skirmish Zone does not extend into hexes, that the parent unit type (infantry or cavalry) is not allowed to enter, as indicated on the TEC. The Skirmish Zone extends into hexes occupied by enemy or friendly Combat Units, but does not extend beyond them.

7.6.7 Fire Combat

Units with a Skirmishers Marker may make one Fire Attack against one stack within its Skirmish Zone. The parent unit cannot make Fire Attacks while Skirmishers are deployed.

A clear LOS is not required to make a Fire Attack against units within the Green Zone as shown in Figure 18.

A Rifle armed unit, that makes a Fire Attack against a hex in the Rifle Zone, must have a clear LOS from, at least one, of its front hexes to the target hex. The front hex used for establishing a clear LOS must also be free of enemy or friendly combat units, and be in a hex the parent unit type, infantry or cavalry, is allowed to enter.

Figure 18: Skirmish Zone for Line and Column (diagram, not reproduced).

In this case it is the skirmish screen that is making the Fire Attacks. The formed component of the battalion is not firing. Envision the skirmishers deployed into the front hexes of the battalion and firing into the hexes adjacent to those or two hexes away in the case of rifle armed skirmishers.

Skirmishers make Fire Attacks just like any other combat unit. However, a Fire Attack by Skirmishers is made with a Fire Strength (FS) equal to the number of Skirmisher SP deployed.

A unit with an SK-3 Marker starts with an FS of 3 on the Fire Chart before applying FSM, because 3 SP are deployed.

Figure 19: Skirmish Zone Fire Combat Example (diagram, not reproduced).

EXAMPLE In Figure 19, all blue units are enemy Combat Units. The shaded area (green and pink) shows the extent of the Skirmish Zone exerted by the SK-2 Marker whose parent is in Line formation. The Skirmishers can make a Fire Attack against adjacent unit A. Unit C cannot be the target of a Fire Attack, because the Skirmish Zone does not extend beyond enemy or friendly occupied hexes. A Fire Attack can be made against unit B even though the LOS from the parent unit is blocked by the woods, because LOS is not required within the Green Zone. Unit E can only be targeted by Rifle armed units. Unit D cannot be the target of Rifle armed units, because LOS is required for Rifle armed units to target units in the Rifle Zone and unit B blocks LOS to D, from the woods hex. The starting Fire Strength of the Fire Attack is 2.

Skirmish Zone Facing As noted previously, Skirmishers have the same facing as the parent unit. As such, they can only apply the Fired on Thru Flank, Enfilade FSM, if the parent unit would also have a flank shot, if it were firing from the same hex as the skirmishers are firing from, while retaining the same facing as the parent unit.

EXAMPLE In Figure 19, if A is in line facing the SK-2 marker, the Skirmishers would not have a flank shot against unit A. If A was in column, facing to the right, it would be a flank shot, because the column’s flank is facing the SK-2 marker. For the same reason, if unit B was in column, facing to the left, it would be a flank shot. If unit B was in column, facing to the right, it would not be a flank shot.

Fire Defense Fire Attacks made through the front hexsides of units deploying Skirmishers apply the FSM on the SK-# Marker. Fire Attacks through their flank or rear hexsides do not apply the FSM.

7.7 Skirmishers En Débandade

The ability of units to deploy as Skirmishers en Débandade (SeD) is indicated by a bugle ornament on the counter. For convenience, units with only one step have a SeD symbol on the reverse side of the counter.

7.7.1 Deploying Skirmishers

Units eligible to enter SeD may do so by expending the MP for a formation change. Mark the unit with a SeD Marker.

7.7.2 Recalling Skirmishers

Company size units can change formation from SeD by expending the MP cost of a formation change.

Battalion size units can change formation from SeD by expending the MP for a formation change and also passing a Recall Skirmishers Check. They may not voluntarily join a stack in another formation without first passing a Recall Skirmishers Check.

Units in SeD formation may join a stack during Retreat Before Combat and they may also form Square as a Reaction Formation Change without first passing a Recall Skirmishers Check.

A Recall Skirmishers Check is made in the same manner as a Morale Check, but the consequences of failure are different. All applicable DRM from the Morale Check

DRM Chart apply to Recall Skirmishers Checks. Units that fail cannot change formation and their movement is complete for that phase. Units that pass may change formation. Because they changed formation, they must take a Disorder Check at the completion of their movement.

Units may attempt only one Recall Skirmishers Check, during each Movement, or Reserve Movement, Phase, as appropriate for the Order type.

7.7.3 Command

In addition to the other conditions for units to be In Command, battalion size units that are deployed as SeD must also pass a Command Check to be In Command. Company size units are not required to pass a Command Check to be In Command.

Command Checks are made during the Command, or Reserve Command Status Phases as appropriate for the Order type. A Command Check is made in the same manner as a Morale Check. Failure means the unit is Out of Command, but it does not worsen its Morale State. Place an OoC Marker on the unit. If it passes, and, if it meets all the other requirements of command, it is In Command. All applicable DRM from the Morale Check DRM Chart apply to Command Checks.

7.7.4 Skirmish Zone

A unit in SeD formation projects a Skirmish Zone exactly like the Skirmish Zone of SeT Skirmishers except it extends in all directions, because SeD units have all around facing.

7.7.5 Movement

Units in SeD formation use the SeD row of the Movement Rates Chart, and the SeD column on the TEC. Units in SeD formation are not required to make Disorder Checks for crossing Hexside Obstacles or for moving through MDT or HDT hexes.

7.7.6 Fire Combat

Units in SeD formation conduct Fire Attacks just like Skirmishers en Tirailleurs, except they use the Fire Strength value for SeD units printed on the unit counter in the pink box.

7.8 Square

Square is used for all around protection from cavalry, mainly, but is sometimes used when threatened from multiple directions by infantry.

Only infantry units are allowed to form Square. Square may only be formed in Open or LDT hexes.

7.8.1 Stacking

There is no minimum stacking limit to form Square.

Artillery stacked with infantry that forms Square is placed at the bottom of the stack.

7.8.2 Fire Combat

Units in Square that make Fire Attacks use a base Fire Strength (FS) of 1 and apply FSM.

Infantry units in Square can make two Fire Attacks per Fire Segment. The target hexes fired upon must not be adjacent to each other.

7.9 Artillery

Artillery can be in one of two Formations: Limbered and Unlimbered. Limbered artillery is marked with a Limbered Marker. For convenience, artillery units with only one step have a limbered symbol on the reverse side of the counter.

7.9.1 Movement

Limbered artillery uses the row on the Movement Rates Chart corresponding to their type of artillery to determine their Movement Allowance. Artillery that is Unlimbered may move only by Prolonge, unless they first Limber. Also, see Terrain Effects (15) and Road Column (7.5).

Limbering and Unlimbering An artillery unit expends MP to Unlimber and Limber as listed on the Formation Change Cost chart. A unit that, is awarded fewer MP by the Movement Rates Chart, than the MP required, may expend all of its MP awarded that turn, in order to Limber, or Unlimber.

An artillery unit that limbers or unlimbers may face any direction following the formation change.

Prolonge Unlimbered artillery may move into an adjacent Open terrain hex without limbering and unlimbering. Artillery, that moves by Prolonge, is not allowed to expend MP during the same phase.

Artillery may not Prolonge across Hexside Obstacles. Artillery may not Prolonge into a hex containing more than one contour. They may only Prolonge one hex per turn. They may change facing while moving by Prolonge.

7.9.2 Fire Combat

Artillery units must be Unlimbered to conduct Fire Attacks. Unlimbered artillery has a Cone of Fire extending as shown in Figure 20 to the limit of a battery’s range. It may target any hex within its cone for a Fire Attack as long as it has a clear LOS.

Range Artillery has three range bands: Canister, Effective and Long range. The end of the Long Range Band is the maximum range of an artillery unit. Apply the appropriate Range Band modifier from the FSM Chart to Fire Attacks made by the artillery unit.

Each artillery unit type will have its own range bands that may be different from the example diagram. Refer to the Artillery Charts for each game.

Figure 20: Example Artillery Cones of Fire (diagram, not reproduced).

Facing Artillery may change its facing 30° just before it conducts a Fire Attack. That is, it may change its facing from a hex vertex to an adjacent hex side, or from a hex side to an adjacent hex vertex, just prior to making a Fire Attack. It may do this any number of times in a turn.

7.9.3 Ammunition

Artillery that has an Out of Ammo Marker cannot make Fire Attacks.

Ammunition Levels An artillery unit has three Ammunition Levels: Normal, Low Ammo and Out of Ammo. The Low and the Out of Ammo Limit die rolls are noted on the Battalion Game Artillery Chart. A Fire Attack die roll less than or equal to the Low Ammo Limit reduces the Ammunition Supply of a Normal status artillery to Low Ammo status. A Fire Attack die roll less than or equal to the Out of Ammo Limit reduces the Ammunition Supply of a Low Ammo artillery to Out of Ammo status. Mark the unit with the appropriate markers.

Ammunition Resupply Artillery units, that are Limbered, and on a Road, or Trail, which traces a path of contiguous hexes to a friendly Supply Source are allowed to attempt resupply. The path, from the unit to the friendly supply source, must be free of enemy units and their ZOC.

During the Artillery Resupply Phase, roll one die for each eligible unit. On a result of 8, or 9, the unit is resupplied. Remove the Low or Out of Ammo Marker. Artillery units stacked with a Leader apply a +2 DRM.

8 Morale

A Combat Unit can be in only one Morale State at any given time. As bad things happen to a unit it goes through a progression of worse Morale States and as it recovers it gets progressively better.

There are five Morale States, listed from better to worse:

  • Normal
  • Disorder
  • Shaken
  • Broken
  • Rout

There is no Marker for the Normal Morale state.

A unit that fails a Morale Check, and sometimes a Disorder Check, changes to a worse Morale State. A unit that passes a Rally Check changes to a better Morale State.

8.1 Morale Checks

For a stack to take a Morale Check roll two dice and add all modifiers from the appropriate charts.

If the modified result is less than or equal to the top unit in the stack’s Morale Value, the stack fails. If the modified result is greater than the Morale Value, the stack passes.

Figure 21: Morale State Diagram (transcribed from the diagram). Transitions: Normal to Disorder on Fail MC/DC; Disorder to Normal on Pass RC. Fail OF/DF MC from Normal: Retreat 1 Hex (not Unlimbered Arty), to Shaken. Lose Close Combat from Normal: Retreat 1 Hex, Artillery Elim, to Shaken. Disorder to Shaken on Fail MC/DC: Retreat 1 Hex (not Unlimbered Arty). Fail OF/DF MC or Lose Close Combat from Disorder or Shaken to Broken: Infantry Retreat 3, Cavalry Retreat 6, Artillery Elim. Shaken to Broken on Fail MC/DC: Infantry Retreat 3, Cavalry Retreat 6, Artillery Elim. Broken to Shaken on Pass RC. Broken to Rout on Fail MC/RC: Infantry Retreat 3, Cavalry Retreat 6. Fail OF/DF MC or Lose Close Combat from Shaken or Broken to Rout: Infantry Retreat 3, Cavalry Retreat 6, Artillery Elim. Rout to Shaken on Pass RC. Rout to Unit Eliminated on Fail MC/RC. Shaken to Disorder or Normal on Pass RC. Notes: Fortified Posts - no Retreat when Shaken; drop 1 Morale Level on OF/DF Fail or Loss of Close Combat. Road Column - units in RC become Broken when enemy Combat Units move adjacent. Assault and Charge (Special Cases) - artillery, limbered or out of ammo, and not stacked with infantry, is eliminated; Broken units Rout; Routed units are eliminated; SeD that can't RBC, but must, Break. The state boxes show printed modifier numbers: Disorder -1, -1, -5; Shaken -1, -3, -10; Broken -1, -15; Rout -2, -20.

Only the top unit of a stack takes the Morale Check. If it fails the entire stack fails. If it passes the entire stack passes. This applies to all checks against a unit’s Morale value.

When a unit fails a Morale Check it progresses to the next worse Morale State. Apply all required actions for entering that Morale State.

Failing a Morale Check that is triggered by Offensive or Defensive Fire causes the unit to worsen its Morale State by two levels. For example, a failing unit in the Normal State skips Disorder and goes to Shaken.

8.2 Rally Checks

Units make a Rally Check to recover from a worse Morale State to a better Morale State. Rally Checks are performed during the Rally Phase in the Recovery Segment.

A unit in EZOC is not allowed to make a Rally Check. Otherwise, Rally Checks are mandatory.

A Rally Check is performed like a Morale Check except failure does not always worsen the stack’s Morale State. Apply modifiers from the Morale Check DRM Chart.

  • Units in the Disorder or Shaken Morale States, that fail, remain in their current state. Units in the Disorder or the Shaken Morale States, that pass, improve their Morale State by one level.

  • Units in the Broken Morale State, that fail, enter the Rout Morale State. Broken units, that pass, improve their Morale State to Shaken.

  • Units in the Rout Morale State, that fail, are eliminated. Units in Rout, that pass, improve their Morale State to Shaken.

Facing and Formation When a unit rallies from Broken, or Rout, to Shaken it enters Column formation. It may face any hexside the owning player desires. It does not cost MP for this formation change.

8.3. Disorder

Units in Disorder may still move and fight normally, but apply the following detrimental effects.

Entering the Disorder Morale State Units entering the Disorder state are marked with a Disorder Marker.

Facing and Formation Units in Disorder retain the same facing and formation as if they were in the Normal Morale state.

Units in Disorder are not allowed to voluntarily change formation even as a Reaction.

8.4 Shaken

Units that are Shaken may still move and fight normally, but apply the following detrimental effects.

Entering the Shaken Morale State Units entering the Shaken state are marked with a Shaken Marker. Units that enter the Shaken Morale State from a better Morale State retreat one hex.

EXCEPTION Unlimbered artillery units do not retreat when entering the Shaken Morale State. Infantry that is stacked with unlimbered artillery must still retreat.

EXCEPTION Units in Fortified Posts are not required to retreat when entering the Shaken Morale State.

Facing and Formation Shaken units retain the same facing and formation as if they were in the Normal Morale state.

Units that are Shaken are not allowed to voluntarily change formation even as a Reaction.

8.5 Broken

Units that are Broken have all around facing. They do not exert a ZOC. Broken units are not allowed to move voluntarily.

Entering the Broken Morale State Units entering the Broken state are marked with a Broken Marker.

A stack that is Broken must immediately Retreat. Infantry retreats 3 hexes. Cavalry retreats 6 hexes.

Artillery that is Broken is eliminated.

Combat Broken units may not make Fire Attacks. They may neither Assault nor Charge. Broken units that are Assaulted or Charged enter the Rout Morale State.

8.6 Rout

Units that are in Rout have all around facing. They do not exert a ZOC. Routed units are not allowed to move voluntarily.

Entering the Rout Morale State Units entering the Rout state are marked with a Rout Marker.

A stack that is Routed must immediately Retreat. Infantry retreats 3 hexes. Cavalry retreats 6 hexes.

Artillery that is Routed is eliminated.

Combat Routed units may not make Fire Attacks. They may neither Assault nor Charge. Routed units that are Assaulted or Charged are eliminated.

9 Movement

Moving from one hex to another during play can be Voluntary or as a Retreat. Retreat Movement is caused by entering the Shaken, Broken or Rout Morale States, or beginning a friendly Movement Phase in the Broken or Rout Morale States. Voluntary Movement is everything else.

9.1 Voluntary Movement

In Command units with Reserve Orders move during the Reserve Movement Phase of the opposing player’s turn. Units with Reserve Orders may not voluntarily move during the friendly Movement Phase of the same Game Turn. Otherwise, the Phasing Player may move all, some or none of his units during his Movement Phase.

9.1.1 Movement Allowance

Each unit has a Movement Allowance (MA) that it may expend each turn. Combat Units have reduced MA when Out of Command. Units have increased MA when they Force March. Refer to the Movement Rates Chart for the MA awarded to each type of unit for each condition.

As units move from one hex to another they expend MP. Maintain a count of MP expended as the unit moves. A player may expend as few or as many MP as they wish up to the limit of the unit’s MA.

MP are expended prior to entering a hex or performing an action. The MP cost to enter a new hex depends on the terrain, type of unit and other circumstances, such as making required formation changes to form a legal stack. Besides the MP cost of the terrain in a hex itself there may be hexside terrain features that cost additional MP to cross. A unit that has insufficient MA to enter a hex may not do so.

Units may always make a minimum move of one hex. A unit that makes a minimum move cannot cross an impassible hexside nor enter a hex it is otherwise not allowed to enter. For, example, a unit could not make a minimum move from EZOC to EZOC.

Restrictions

  1. Units may not exceed their MA as indicated on the Movement Rates Chart.

  2. Units may not skip hexes as they move.

  3. Units cannot save MP from turn to turn nor from phase to phase.

  4. Units cannot transfer MP to other units.

  5. Units may move only through their front hex sides.

[Brigade Game] In the Brigade Game infantry units in Line may perform Back Up Movement

(18.1.3). Infantry units in Column or Line may March by the Flank (18.1.4).

  1. Units may not voluntarily leave the map unless the Scenario Rules expressly allow it.

  2. A unit, or stack of units, is moved one at a time. It must complete its movement before another stack can be moved.

9.1.2 Stacking

In addition to the following limitations Stacking rules are in force at all times during movement.

  1. The MA of a stack is the lowest MA of all the units in the stack.

  2. The MP cost to enter a hex is the highest cost for each unit type in the stack.

  3. A stack cannot pick up units as it moves.

  4. A stack can drop off units as it moves. The dropped off units may not voluntarily move any further that phase. Any Markers apply to the dropped units as well. Mark the units appropriately as they are dropped.

  5. Units that begin movement stacked can be moved as stacks or as individual units in any combination the owning player desires.

Morale States

  1. Units cannot voluntarily move into hexes containing Broken or Routed units. Units may voluntarily move through units in the Disorder or Shaken Morale States with no penalty.

  2. All units ending their movement in a stack must have the same Morale State. A stack ending its movement with a stack that has a different Morale State has the combined stack adopt the worst Morale State of the original stacks.

  3. Units that begin their movement by leaving a stack of other units exit the hex with the same Morale State.

Pass Through Units, that intend to move through, and not stop in a hex, containing friendly units, expend +1 MP in addition to any other costs to enter the hex.

9.1.3 Road Column Movement

Units in Road Column, that move from one Road or Trail hex to another Road or Trail hex, and following the connecting Road or Trail, use the movement rate for Road or Trail as noted on the TEC. They do not pay extra costs for crossing hexside features, except as noted on the TEC. Nor do they take Disorder Checks for crossing Hexside Obstacles or moving through MDT or HDT hexes.

Units in Road Column not moving along a Road or Trail expend the MP of the cost of the other terrain in the hex.

9.1.4 Hex Based Movement

Sometimes, units are allowed, or directed, to move a specified number of hexes. In these cases, the units do not expend MP. They simply move the specified number of hexes. In all cases, except for Retreat Movement, this is still considered voluntary movement and may trigger Reactions.

9.2 Retreat Movement

Retreat Movement is movement caused by entering the Shaken, Broken or Routed Morale States, or beginning a friendly Movement Phase in the Broken or Rout Morale States. Units performing Retreat Movement do not expend MA to enter hexes. They simply move the required number of hexes.

Units beginning a friendly Movement Phase (but not Reserve Movement Phase) in the Broken, or Rout, Morale States must conduct another Retreat.

Units that enter the Shaken Morale State, Retreat 1 hex. Units in the Broken, or Rout, Morale States Retreat, 3, or 6 hexes for infantry, or cavalry, respectively.

9.2.1 Retreat

The hexes a retreating unit moves through are collectively referred to as the Path of Retreat.

A retreating unit must move the required number of hexes. If unable to complete their retreat, because of the following restrictions, the unit is eliminated.

Each hex a retreating unit enters must be one hex further away from the starting hex than the hex the retreating stack is leaving, unless conditions 1 through 4, below, would be violated by doing so.

  1. Units are not allowed to retreat into a hex occupied by enemy Combat Units. They may retreat into a hex occupied solely by enemy Leaders. The Leaders may be Captured (5.2.2).

  2. Units are not allowed to retreat off the map if there is another legal hex available.

  3. Units are not allowed to retreat into terrain their unit type, or formation, is not allowed to enter. See Terrain below.

  4. Units are not allowed to enter the same hex twice during their retreat.

Terrain Units, that are forced to retreat into terrain, which they are not allowed to enter, while in their current formation, become Broken. Units, that are forced to retreat into terrain, which their unit type (infantry, cavalry, or artillery) is not allowed to enter are eliminated.

Stacking Combat Units, that retreat may temporarily violate Stacking SP Limits, but they cannot end their retreat stacked with Combat Units which they did not begin the retreat with. They must continue to retreat until they can reach a vacant hex subject to the restrictions above and that do not violate any other stacking restrictions.

Broken or Routed units, that retreat through a friendly hex, cause the stationary units to take a Morale Check. The retreating units complete their Retreat Movement and then the stationary units make their Morale Check.

Formation Units in the Shaken Morale State retain their formation and facing as they retreat, unless they must change formation due to terrain, in which case they become Broken.

Zones of Control Units are not allowed to retreat into an EZOC, that is not also occupied by a friendly unit, if there is another empty hex available. Units forced to Retreat into an EZOC, that is unoccupied by friendly units, worsen their Morale State by one level or, if already in the Rout Morale State, are eliminated.

Additional Retreat Units forced to worsen their Morale State as a result of retreating must conduct another retreat. This new retreat is conducted after the current retreat is complete.

Leaders Leaders are not required to retreat with units they are stacked with.

9.3 Reinforcements

Reinforcements may enter at any hex within their designated entry area. Not all units, that enter as a Reinforcement, must enter the same hex.

Reinforcements, that enter through the map edge, must pay the cost of units that entered the same hex before them during the same turn. That is, if more than one unit enters through the same hex during the same turn, the first unit pays the cost of the terrain in the entrance hex, the second its cost plus that of the first unit and the cost of terrain, and so on.

Units may enter in any formation allowed by the terrain in the entry hex.

Units, that are not entering as a Reinforcement in the current turn, are not allowed to remain in entry hexes. They may enter such a hex, but must keep moving to exit the hex, or the map, in the same phase, extending a retreat if necessary.

9.4 Disorder Checks

Combat Units moving voluntarily or attempting certain Reactions may be required to take a Disorder Check. A summary of events that trigger Disorder Checks can be found on the Disorder Check Events of the Battalion and Brigade Player Aid Card (PACO3).

Stacks taking a Disorder Check due to moving voluntarily make a single Disorder Check at the conclusion of their movement and not as each action is taken. All modifiers incurred throughout the movement are summed.

Moving Player Disorder Checks Refer to the Move Disorder Check Events Chart on the Battalion and Brigade Charts (PAC02). The moving player’s stacks make Disorder Checks if they:

  1. change formation
  2. cross a Hexside Obstacle (HO)
  3. expend too many MP
  4. enter more than one MDT or HDT hex during a single movement

The Brigade Game adds the following:

  1. After a failed Evolution Check (17.3.1)

  2. Units of a GTF, that end their movement, stacked with units of a different GTF (17.1.2)

  3. Units in Line that make a Passage of Lines (18.5.1)

  4. Units in Line that perform Backup Movement (18.1.3)

EXCEPTION These actions do not require Disorder Checks:

  1. Conducting Retreat Movement

  2. Units in Road Column moving along a Road or Trail that cross Hexside Obstacles, or that move through MDT or HDT hexes

  3. Units deployed in SeD formation that cross Hexside Obstacles or move through MDT or HDT hexes

  4. Units changing formation into SeD formation

  5. Artillery units that Limber or Unlimber

Counting MP for Disorder Checks To determine if a Disorder Check is required, and to determine any associated DRM, do not include any Formation Change MP costs.

EXAMPLE A unit in column changes formation into line, crosses a stream that is a Hexside Obstacle, and expends 3 MP marching forward. Assume it cost 2 MP to cross the stream. The unit expended 5 MP in line formation (2 for the HO and 3 moving forward). Crossing a Hexside Obstacle, changing formation and expending more than 4 MP in line formation are actions that all require Disorder Checks. However, only one Disorder Check is made and the modifiers for each action are summed. Refer to the Move Disorder Check Events Chart. The DRM penalty for crossing each Hexside Obstacle is -10. The penalty for expending each MP more than 4 while in line is —5. There is only one formation change so the DRM for that is 0. The total DRM is -15. The unit takes a Disorder Check applying that DRM to its dice roll.

Non-moving Player Disorder Checks Refer to the Reaction Formation Change Disorder Check DRM on the Battalion and Brigade Charts (PACO2).

The non-moving player’s stacks take Disorder Checks when they attempt a Reaction Formation Change.

9.4.1 Disorder Check

To perform a Disorder Check roll two dice summing all applicable Disorder Check DRM incurred during the movement or Reaction attempt. If the modified result is less than or equal to the Morale Value of the top Combat Unit in a stack, the stack fails. Its Morale State is worsened by one level. If the modified result is greater than the Combat Unit’s Morale Value, the unit remains in its present Morale State.

9.5 Force March

Units may march further than their normal MA up to the Force March Limit for their unit type as indicated on the Movement Rates Chart.

Command All units attempting to Force March must be In Command at the start of their move.

Morale Units must be in the Normal or Disorder Morale States to conduct a Force March.

Movement Units that Force March must take a Disorder Check at the conclusion of their movement. For every MP expended beyond the normal MA of the unit a detrimental DRM is applied to their Disorder Check.

10 Zones of Control

Combat Units exert a Zone of Control (ZOC) into their front hexes.

The following never exert a ZOC:

  1. Limbered artillery

  2. Units in Road Column

  3. Units that are in the Broken or Rout Morale states

  4. Leaders

A unit’s ZOC does not extend into MDT or HDT hexes, nor does it extend across hexsides that are impassible to the unit.

Friendly units may freely enter and leave the ZOC of other friendly units. Leaders may freely enter and exit EZOC.

10.1 Entering EZOC

Combat Units must stop moving when they voluntarily enter EZOC. They may still change facing and expend MP for other purposes, such as, changing formation.

Artillery Foot artillery cannot voluntarily enter EZOC.

Infantry Infantry, that does not have an Assault Marker, must pass a Morale Check to enter EZOC. Units, that fail, worsen their Morale State by one level, retreating if necessary. Their voluntary movement is complete. Units, that pass, enter the hex.

10.2 Leaving EZOC

Combat Units may only leave EZOC as the first action they take during that movement. Combat Units expend an additional 2 MP to leave EZOC.

Unlimbered artillery may Prolonge out of EZOC.

EZOC to EZOC Combat Units may not move directly from one EZOC hex to another EZOC hex.

Combat Units may Advanced After Combat directly into another EZOC.

11 Line of Sight

The Line of Sight (LOS) model assumes that slopes from top to bottom are mainly concave gradients, that do not block LOS. Where convex points exist along the slope, Military Crests are drawn to show the inflection point.

A clear LOS is required to:

  1. make a Reaction Formation Change
  2. make a Reaction Charge
  3. declare a Charge
  4. make a Fire Attack

The Observing hex is the hex from which LOS is being traced. The Observed hex is the hex to which LOS is being traced. Hereafter, the Observing and Observed hexes are referred to as end points.

11.1 Determining Height

Combat Units are always at the ground level of a hex. That means their height is the same as the Elevation Level at the center of the hex. The height of a hex, that has a contour line passing exactly through the center of the hex, is the height of the higher Elevation Level.

For LOS determination purposes, the height of hexes between the end points, is the Elevation Level at the center of the hex, plus the height of the terrain in the hex. The height of terrain is expressed in Elevation Levels and is shown on the Terrain Effects Chart (TEC).

11.2 Potential Obstructions

Any of the following intervening obstacles may block LOS.

  1. Terrain (consult the TEC)
  2. Ridges
  3. Military Crests
  4. Contours
  5. Combat Units

11.2.1 Combat Units

Combat Units, that are on the same Elevation Level as both end points, are an obstacle to LOS.

EXCEPTION Combat Units, to which LOS is blocked, cannot themselves block LOS.

EXCEPTION Combat Units, that are Prone, are not an LOS obstacle under any circumstance (18.6).

Combat Units, that are on a different Elevation Level than either of the end points, are not an obstacle to LOS.

11.2.2 Contours

The contour interval used in a game is shown on the map in the Contour Interval Legend. Each contour encloses an Elevation Level.

Contours are potential obstructions in three cases:

  1. when the contour is the top elevation level of a hill or ridgeline

  2. when observing from a higher elevation, the LOS crosses ground that falls, then rises and falls again

  3. when observing from a lower elevation, the LOS crosses ground that rises, falls then rises again

The first case is considered to be a Military Crest at the top of a hill or ridgeline. In the second case, the contour where the ground begins to fall again, is a potential obstruction. The third case is the reverse LOS of the second case, and therefore, only the rising contour line where the ground levels out or begins to fall again is a potential obstruction.

11.2.3. Military Crests

Military Crests occur where the grade, or slope, of the terrain changes from less steep, to more steep, when facing down hill.

11.2.4 Ridges

Ridges, are not a change in elevation, but instead mark the peaks of hilltops or ridgelines.

11.3 Determining LOS

To determine LOS, trace a straight line between the centers of the end point hexes.

A clear, or blocked, LOS is determined by applying the following cases:

  1. A clear LOS always exists between two adjacent hexes.

  2. LOS is blocked by any intervening potential obstruction, that is higher than the heights of both end points.

  3. LOS is blocked, if the slope between the higher hex and the potential obstruction, is less than the slope between the potential obstruction and the lower hex.

LOS is reciprocal. If a clear LOS is established from the Observing to the Observed hex, then the LOS is clear from the Observed to the Observing hex.

11.3.1 Blocking Hexes

A blocking hex is a hex, or a hex with a hexside feature, that contains potential obstructions which block LOS according to the cases above (11.3).

In the case of a hexside feature, the hex is blocking only for LOS traces that cross the hexside feature. For aesthetic reasons, hexside features may not be drawn to coincide precisely with a hexside. For LOS determination, the feature is considered to be precisely coincident with the nearest hexside.

  1. LOS may be traced into blocking hexes, but not through them.

  2. LOS is blocked, if it crosses any part of a blocking hex.

  3. LOS is blocked, if it coincides exactly with a hex spine of a blocking hex.

11.3.2 Determining the Slope

The slope to a potential obstruction is determined by dividing the difference in height between the potential obstruction, and each end point by the distance between the same two points.

The distance is counted in hexes, from the center point of the endpoint hex, to the center point of the potential obstruction hex.

For hexside features, use the center point of the hex adjacent to the obstacle, and nearer to the higher end point. The distance should always be a whole number.

Figure 22: LOS Slope Determination (elevation grid diagram, not reproduced).

EXAMPLE In Figure 22, the height of each hex is shown on an elevation grid. The height of the trees is assumed to be one Elevation Level. Thus, the height of hex 3 is 3. An observer in hex 0, on Elevation Level 5, wants to check the LOS to hex 4 on Elevation Level 1. The dashed line segments show the slope between the higher hex and the potential obstruction in hex 3, and between the potential obstruction to the lower hex. The dark red line shows the approximate slope of the hillside. If it wasn’t for the trees, the LOS would be clear from any point on the slope to any other point on the slope.

The slope from the higher hex is 2/3. This is calculated as the height difference between the higher hex and the potential obstruction (5 — 3 = 2) divided by the distance, which in this case, is 3 hexes. The slope from the potential obstruction to the lower hex is 2. This is calculated as the height difference between the potential obstruction and the lower hex (3 — 1 = 2) and the distance between the two hexes, which is one hex. The slope of the higher portion is less than the slope of the lower portion indicating the LOS is blocked.

11.3.3. LOS Examples

The LOS Basics diagram in Figure 23 shows where LOS traces, originating from point O, are blocked by blocking hexes. Solid lines show where there is a clear LOS. Dashed lines show where the LOS is blocked.

Figure 23: LOS Basics; Figure 24: LOS Elevation (diagrams, not reproduced).

The following table shows which LOS traces are clear or blocked in the LOS Elevation diagram in Figure 24. Potential obstruction hexsides are marked in dark red.

TraceLOSPotential Obstruction
A to B, D, EClearNone. No contour fall, rise, fall situation (11.2.2 case 2).
A to CClearContour. Contour fall, rise, fall situation (11.2.2 case 2). The 04.01 - 05.01 hexside height is low enough that LOS is clear by the slope method. The slope from A to 04.01 is 2/3 (2 levels difference, 3 hexes). The slope from 04.01 to C is 1/2 (1 level difference, 2 hexes). The unit in 04.01 does not block LOS (11.2.1).
A to FBlockedContour. Contour fall, rise, fall situation (11.2.2 case 2). The 04.04 - 05.04 hexside height is high enough to block LOS using the slope method. The slope from A to 04.04 is 1/5 (1 level difference, 5 hexes). The slope from 04.04 to F is 2/4 (2 levels difference, 4 hexes).
B to C, FBlockedHigher Terrain. The intervening terrain is higher than B, C, or F (11.3 case 2).
C to DClearMilitary Crest. D is adjacent to the Military Crest on the 04.02 - 04.03 hexside (11.3.1 case 1).
C to EBlockedMilitary Crest. E is not adjacent to the Military Crest on the 04.02 - 04.03 hexside (11.3.1 case 1).

12 Fire Combat

Fire Combat is voluntary and units are not required to make a Fire Attack.

12.1 Conducting a Fire Attack

A Fire Attack is directed against a target hex, not a particular Combat Unit. All units in a target hex are affected by the result of a Fire Attack against the hex.

Fire Attacks are made one stack at a time with one stack firing at one target hex. A hex may be the target of any number of Fire Attacks during a turn and during a single phase or segment.

When a target hex is the subject of more than one Fire Attack during the same phase, roll the dice for each Fire Attack, noting the result and then apply the results for each of the Fire Attacks.

Fire combat is resolved by determining the Fire Strength (FS) of a stack making a Fire Attack and locating the Fire Strength column on the Fire Chart. The Fire Strength column is shifted to the left or right for the

characteristics of the firing units and the target formation, terrain and any other modifiers. The final result is obtained by rolling the dice and locating the result on the Fire Chart.

12.1.1 Range

  1. Infantry units in Close Order Formations (e.g. line, column, or square) have a range of one hex.

  2. Skirmishers can fire at targets within their Skirmish Zones (7.6.6, 7.6.7).

  3. Artillery can fire up to the limit of its range (Battalion Game 7.9.2, Brigade Game 19.1). Refer to the Artillery Charts.

12.1.2 Restrictions

  1. Facing: Combat Units may only make Fire Attacks through their front hex sides.

  2. LOS: Combat Units must have a clear LOS to the target hex.

Skirmishers do not require a clear LOS to target units within the Green Zone. Rifle armed units, firing at a target in the Rifle Zone, do require a clear LOS.

[Brigade Game] Howitzers do not require a clear LOS to the target hex.

  1. Artillery Ammunition: Artillery marked with an Out of Ammo Marker may not make Fire Attacks.

  2. Stacking: Stacks may not make Fire Attacks against multiple target stacks. They may not split their fire.

Units in Square may fire at two target hexes (7.8.2).

12.1.3 Fog of War

Also known as the Krock Rule.

OPTIONAL RULE This rule is optional.

DESIGNER'S NOTE As players will no doubt discover the numerous uniform colors can make identifying units a problem. The top stripe, “belt” and “pants” colors help identify corps, division and brigade, but it can still be confusing when both sides have similar uniform colors. It was a problem for our historical counterparts as well. Units sometimes fired on the wrong unit, or in some rare cases, withheld fire, because they thought an enemy unit was friendly. This rule helps simulate some of that confusion.

A Fire Attack against a declared target hex must be carried out, even if the hex turns out to be occupied by friendly units.

12.2 Fire Strength

The FS of a stack is determined by summing the FS of all units in the hex, that are capable of firing, up to the Fire Strength Limits of the hex.

Artillery Artillery uses the FS value from the counter for the type of shot being fired. In the Soldier’s and Battalion Games only the Round Shot FS value is used. It is located in the white box on the unit counter.

Up to 6 SP of artillery units may fire from a hex.

Infantry For infantry stacks, their formation determines, which FS value to use.

  • Infantry in Line uses its Line FS value located in the white box on the unit counter. Up to 5 SP of units in Line may fire from a hex.

  • Infantry in Column or Square uses a base FS value of one regardless of the number of SP in the hex.

  • Infantry with Skirmishers deployed en Tirailleurs use the number on the Sk-# marker as their Fire Strength.

  • Infantry deployed en Débandade uses its Skirmisher FS value located in the pink box on the unit counter. Up to 4 SP of units in SeD formation may fire from a hex.

The top unit in a stack may always make a Fire Attack using its full FS, providing it is not restricted from doing so by other rules.

Mixed Infantry and Artillery Stacks Only the top unit type may fire from a mixed stack of infantry and artillery. For example, if the top unit type is infantry, then only the infantry in the stack may fire up to its limit for its current formation.

12.2.1 Fire Strength Limits

The Fire Limits of a stack is determined by unit type and formation.

  • Stacks in Column, or Square, always use a base FS = 1, regardless of the number of units in the stack.

  • Stacks with a SeT Marker always use the number on the marker, regardless of the number of units in the stack.

  • All other stacks check the Fire Limits Chart.

The maximum number of SP allowed to fire from a hex is shown on the Fire Limits Chart. Sum the SP of each unit in the stack, beginning with the top unit. As each unit’s SP is added, if the sum exceeds the Fire Limit, that unit and all below it cannot contribute their FS to the Fire Attack. Units above, that unit in the stack, can contribute their FS. The total FS of the hex is the sum of the FS values of each of these units, according to their formation for infantry, or the type of shot for artillery.

EXAMPLE A stack of 3 units in Line formation with 1, 3 and 5 SP, respectively from top to bottom, wants to make a Fire Attack. The Fire Strength Limit for Line is 5 SP. The sum of the SP of the top two units is 4. This is less than 5 SP. So these two units may contribute their FS to the Fire Attack. Adding the SP of the bottom unit brings the SP total to 9, which exceeds the Fire Strength Limit. So the bottom unit may not contribute its FS to the attack.

12.2.2 Fire Strength Modifiers

Fire Strength Modifiers are applied as column shifts on the Fire Chart. Consult the Fire Strength Modifiers Chart, or modifiers located on markers, to determine applicable modifiers. All FSM modifiers are cumulative unless otherwise noted.

FSM adjust the FS column on the Fire Chart, higher, or lower, by the sum of the applicable modifiers. A negative sum shifts the column lower by that number on the Fire Chart. A positive sum shifts the column higher on the Fire Chart.

FSM, that shift the final column, off of the lower end of the Fire Chart use the 0 column on the Fire Chart.

FSM, that shift the final column, off of the upper end of the Fire Chart are resolved on the highest column of the Fire Chart.

Target Stacking Total the number of SP in the target hex, consult the Target Stacking FSM section of the Fire Strength Modifiers Chart and apply the resulting FSM to the Fire Strength of the firing units.

Leader FSM The FSM value of only one leader in a stack may be applied to a Fire Attack. It is the owning player’s choice of which leader he uses.

Well Directed Fire Units involved in Close Combat, that pass their Attacker or Defender MC, apply the Well Directed Fire FSM in their subsequent Offensive and Defensive Fire.

Enfilade Fire Units in Line, or Column, formation that are fired on through their flank hex sides apply the Fired on thru Flank, Enfilade FSM. If the Line of Fire is coincident with the hex spine it is Enfilade Fire. Also see Covered Flanks (7.4.1) and Skirmish Zone Facing (7.6.7).

12.3 Fire Attack Resolution

Determine the Fire Strength of the stack firing at the target hex. Apply column shifts from any FSM to locate the final Fire Strength column. Roll two dice to determine the result. Locate the result by indexing the column using the dice roll.

Apply the result from the row showing a value that is less than, or equal, to the dice roll and the dice roll is greater than the row above. For example, on the FS 0 column, a 00-50 is NE, 51-69 is M, 70-93 is M-10, 94-99 is M-15.

12.3.1 Fire Chart Results

Fire Chart results take the form nM —- # where n is the number of Step Losses inflicted on the target stack. The absence of a number means zero Step Losses.

M indicates a Morale Check is required with a DRM of — #.

Deduct step losses. If any units remain, the top unit in the stack, takes a MC with all applicable modifiers.

EXAMPLE A unit with a FS of 5 in Line fires at an open terrain hex containing a unit with 5 SP in Column. The initial column on the Fire Chart is the 5 column. The target is a column target providing a +1 FSM. Shifting the final column to the 6 column. A dice roll of 74 results in a M-15 result requiring the stack to take a Morale Check with a DRM of -15 in addition to any other applicable modifiers.

Losses A unit that takes a loss is reduced to its next lower step. If that was its last step remove the unit from the map. Otherwise, flip the counter over to its reverse side or, if the unit has already taken a step loss, and has steps remaining, retrieve the lower step counter from the game box and replace the unit on the map with the appropriate side up.

Step losses are taken from the top Combat Unit in the stack first. If that unit is eliminated, and there are losses remaining to be satisfied, take them from the next unit in the stack. Continue removing losses from units in the stack until all losses are satisfied. If all units in the stack are eliminated ignore any remaining losses.

Multiple Fire Attacks A stack that is the target of multiple Fire Attacks, occurring at the same time, applies the results as follows.

Deduct all step losses.

If any units remain, the stack rolls for each Morale Check, but does not apply the effects until all of the Morale Checks are rolled. Reduce the stack’s Morale State for each failed Morale Check. If the stack enters the Broken, or worse, Morale State, mark the stack as Broken and conduct its Retreat. Otherwise, apply the results for Disorder, or Shaken, if that was the final Morale State entered.

EXAMPLE A stack in Disorder undergoes three Fire Attacks occurring at the same time, which result in a 1M-15, a M-10, and a M result. The step loss would be deducted from the top unit in the target stack. Then the stack would roll for all three Morale Checks. Assuming there were no other DRM applied, the modifiers for the three Morale Checks would be -20, -15 and -5, after adding in the -5 DRM as shown on the Disorder marker. If the stack failed one, of the three Morale Checks, the resulting Morale State would be Shaken. If the stack failed two of the Morale Checks, then the final Morale State would be Broken. If the stack failed all three Morale Checks, the final Morale State would still be Broken.

Figure 25: Number Markers.

If players wish, they may make use of the Fire Attack Resolution Track to record Fire Attack results against a target hex and then apply the results. To use the track, place a number marker in the box of the Fire Attack result with the number of times that result occurred oriented towards the top of the box. After all the Fire Attack results against that target hex are applied, remove the number marker from the track, before conducting the next Fire Attack. In the example above, three number markers would be placed in the M, M-10 and 1M-15 boxes, each with the number 1 oriented towards the top of the box.

High Rolls A dice roll of 95-99 causes a Leader Casualty in the target hex. If multiple Leaders are present randomly choose which one becomes a casualty.

Low Rolls In the Battalion Game, a low dice roll may result in reducing the Ammunition Level (7.9.3) for all Artillery Batteries participating in the Fire Attack.

13 Close Combat

Assault is an attack where the intent is to close with the enemy and push them off their ground. In these situations the fire combat takes place at ranges well under 100 meters. A Charge is when cavalry attempts to break an enemy formation through its shock action. Collectively they are referred to as Close Combat.

13.1 Assault

When an infantry unit Assaults it conducts Close Combat against Combat Units in one hex. This hex is called the target hex. The target hex must be specified when the Assault is declared.

DESIGNER'S NOTE As a matter of tactics, players should properly prepare for an Assault by first softening up the target with artillery, skirmishers or even infantry fire and then assaulting in force. Simply exchanging fire with an opponent will not yield decisive results. Likewise, a tepid assault with a single stack assaulting another stack in the Normal Morale State will result in a repulse or another indecisive result. Carrying the day will likely require a large infantry assault. Don’t come for the wood chop, take bold decisive action.

13.1.1 Initiating Assaults

At any time during their movement infantry units, that have Attack Orders, may declare their intent to Assault and indicate their target hex. To do so place an Assault Marker on the assaulting stack.

At the time the Assault is declared, note the Attack Method (13.1.6) in use for that nationality, and if there is a violation, mark the stack with an Assault AMV Marker.

Units that declare an Assault when already adjacent to an enemy unit mark the unit with an Assault Starting Adjacent Marker. Clearly, it is beneficial to declare the Assault when further away, but sometimes needs must.

After the Assault Marker is placed, the stack completes its move adjacent to the target hex, pointing the Assault Marker arrow towards the target. The Phasing Player may continue moving the remainder of his units.

Once an Assault marker is placed, it cannot be withdrawn. It must be resolved in the Assault Phase.

Assault Resolution Assaults are resolved during the Assault Phase. Each Assault is resolved to completion before proceeding to the next Assault. The Phasing Player chooses the order in which the Assaults are resolved.

13.1.2 Assault Restrictions

  1. Infantry Only: Only infantry units may initiate an Assault.

  2. Orders: To initiate an Assault infantry units must have an Attack Order and must have been In Command during the Command Status Phase.

  3. Stacking: All infantry units in a stack must participate in the Assault. All units in a stack must Assault the same target hex.

  4. Facing: A stack may only Assault targets in its front hexes.

  5. One Target Hex: A stack may only Assault one target hex.

  6. Multiple Assaulting Hexes: Multiple stacks may Assault a single target hex. It is resolved as one Assault.

  7. Reactions: Once a stack declares an Assault, it is not allowed to perform any Reactions. The target of an Assault is only allowed to perform Reactions in response to the first stack to declare an Assault against it.

Artillery that is the target of an Assault may still perform Reaction Fire, against other stacks.

13.1.3 Conducting an Assault

The following procedure outlines the order of all activities that occur during an Assault.

  1. Empty Target Hex (13.3) Units, that are automatically eliminated by Assault, are removed now. Units, that automatically Retreat, do so now.
  2. Retreat Before Combat (13.4) Eligible units, that elect to Retreat, conduct their Retreat and enter Disorder if in the Normal Morale State.
  3. Advance into Empty Target Hex Assaulting units in the Normal Morale State, enter Disorder. Assaulting units must Advance after Combat into the empty target hex. They may attempt a Follow-On Assault (13.1.7). If they cannot, or they elect not to, proceed to Finish.
  4. Attacker Morale Check (13.1.4) Each assaulting stack takes a Morale Check. If all assaulting units were forced to Retreat, proceed to Finish.
  5. Defender Morale Check (13.1.5) The defending stack takes a Morale Check. Units in SeD formation that fail their MC, must now Retreat Before Assault. Units in Posts are not required to retreat, unless they become Broken or Rout. If the defenders were forced to Retreat, proceed to Advance after Combat.
  6. Alterations
    • Remove Skirmishers Markers from attacking and defending stacks.
    • Units, not in SeD, that assault across a Hexside Obstacle enter Disorder, if not already in Disorder, or worse.
  7. Defensive Fire (13.5) Defending units make a Defensive Fire Attack against one assaulting stack. If all assaulting units are eliminated, or are forced to Retreat, proceed to Finish.
  8. Offensive Fire (13.5) Each assaulting stack makes an Offensive Fire Attack against the target stack. If all defending units are eliminated, or are forced to Retreat, proceed to Advance after Combat.

13.1.4 Attacker Morale Check

Each assaulting stack takes a Morale Check.

Pass Each stack, that passes, applies the Well Directed Fire FSM to its Offensive Fire Attack.

Fail Each stack, that fails, worsens its Morale State by one level. If no assaulting units remain adjacent to the target hex, the Assault is finished.

13.1.5 Defender Morale Check

The defending stack takes a Morale Check. Consult the Assault Defender MC Modifiers Chart for applicable DRM.

Pass A defending stack, that passes, applies the Well Directed Fire FSM to its Defensive Fire Attack.

Fail Defenders worsen their Morale State by one level, when they fail their MC.

SeD units, that fail their MC, must now conduct a Retreat Before Assault at this time.

Units in Posts are not required to retreat, unless they become Broken, or they Rout.

Assault Odds MC DRM Defending units, that are assaulted from two or more hexes, modify their Defenders Morale Check by —10, for each hex, over the first, assaulting them. The modifier is the number of assaulting hexes minus one multiplied by -10 or in mathematical terms DRM = (assaulting hexes - 1) x —10.

If the attacker is assaulting from three hexes against the same target hex, the defender modifies his Defender MC by -20 ((3-1) x —10) in addition to any other applicable modifiers.

13.1.6 Attack Methods

Different nations applied different methods of attack during the Napoleonic Wars. Consult the scenario rules to determine which method a nation employs.

Linear Method Units using the Linear Method that are in Column formation when they declare their Assault have made an Attack Method Violation. Instead of placing an Assault Marker, place an Assault AMV Marker.

Massed Method Units using the Massed Method that are in Line formation when they declare their Assault have made an Attack Method Violation. Instead of placing an Assault Marker, place an Assault AMV Marker.

Adjacent Units that declare an Assault when already adjacent to an enemy unit mark the unit with an Assault Starting Adjacent Marker.

13.1.7 Follow-On Assault

Assaulting units that advanced into a target hex, due to an Empty Target Hex (13.3), or due to a Retreat Before Assault (13.4), may attempt a Follow-On Assault.

After the advance into the target hex, they may initiate a new Assault, or join an existing Assault, against an enemy stack now in its front hexes.

Units may only attempt one Follow-On Assault per Close Combat Segment.

13.2 Charge

Although some types of cavalry carried carbines and pistols this was primarily for use on outpost or detached duty and not typically used to effect on the battlefield. Cavalry’s most powerful weapon is shock and fear.

There are two types of Charges:

  1. Charge: Only units with Attack Orders may initiate Cavalry Charges.

  2. Reaction Charge: Non-phasing units may attempt Reaction Charges any time units voluntarily enter a hex, or leave a hex, or change formation, within the Reaction Charge Zone of enemy cavalry.

When a cavalry unit Charges it conducts Close Combat against units in one hex. This hex is called the target hex.

13.2.1 Initiating Charges

At any time during their movement, cavalry units, that have Attack Orders, may declare Charges.

To declare a Charge, the cavalry unit stops moving and a Charge Marker is placed on top of the cavalry unit. A target hex can only be Charged by one charging stack per Charge Phase. The Charge will be resolved during the Charge Phase. The Phasing Player may continue moving the remainder of his units.

Once a Charge marker is placed, it cannot be withdrawn. It must be resolved in the Charge Phase.

Disorder Checks Cavalry, that is required to take a Disorder Check at the end of its movement, must resolve the Disorder Check before placing a Charge marker. If the cavalry fails the Disorder Check, the Charge marker cannot be placed.

Charge Resolution Each Charge is conducted and resolved to completion one at a time during the Charge Phase. The Phasing Player chooses the order in which the Charges are resolved.

13.2.2 Charge Restrictions

All restrictions that apply to Charges also apply to Reaction Charges, unless otherwise stated.

  1. Orders: To initiate a Charge, cavalry units must have an Attack Order, and must have been In Command during the Command Status Phase. Not required for a Reaction Charge.

  2. Formation: Cavalry units must be in Line or Column formation to Charge.

  3. Morale: Cavalry units must be in the Normal Morale State to initiate a Charge.

  4. Spent: Cavalry units with a Spent marker may not initiate a Charge.

  5. Facing: Cavalry units may only Charge through their front hex sides.

  6. Terrain: Cavalry units may not initiate a Charge while in MDT or HDT hexes. Cavalry must be in Column formation to Charge units in MDT hexes. Cavalry may not Charge units in HDT hexes.

  7. LOS: Cavalry units must have a clear LOS to a potential target when the Charge is declared.

13.2.3 Conducting a Charge

The following procedure outlines the order of all activities that occur during a Charge.

  1. Charge Movement (13.2.5) Charge Movement is completed by declaring a target hex and moving adjacent to it.

  2. Empty Target Hex (13.3) Units, that are automatically eliminated by Charge, are removed now. Units, that automatically Retreat, do so now. If no units remain in the target hex, proceed to Advance after Combat.

  3. Retreat Before Combat (13.4) Eligible units, that elect to Retreat, conduct their Retreat and enter Disorder if in the Normal Morale State. Proceed to Advance After Combat.

  4. Combat versus Infantry and Artillery Use this procedure when the target of the Charge is infantry and/or artillery. For combat versus cavalry, proceed directly to Terrain and then Cold Steel.

    • (a) Defender Morale Check (13.2.8) The defending stack takes a Morale Check. If the defenders were forced to Retreat, proceed to Advance after Combat.
    • (b) Remove Skirmishers Markers Remove Skirmishers markers, if any, from the defenders.
    • (c) Defensive Fire (13.5) Defending units make a Defensive Fire Attack against the charging stack. If all charging units are eliminated, or are forced to Retreat, proceed to Finish.
  5. Terrain Cavalry, that conducts Cold Steel Combat across a Hexside Obstacle (HO) or into a MDT hex enters Disorder, if not already in Disorder.

  6. Resolve the Cold Steel Combat. If the defender was eliminated, or forced to Retreat, proceed to Advance after Combat. Otherwise, proceed to Regroup.

13.2.4 Charge Zone

When a Charge Marker is placed on a cavalry unit it projects a Charge Zone. The Charge Zone extends 4 hexes from the unit’s front hexsides. The Charge Zone is fixed when the Charge Marker is placed and does not change as the unit conducts Charge Movement.

Figure 26: Charge Zones for Line and Column (diagram, not reproduced).

13.2.5 Charge Movement

Cavalry, that is not already adjacent to a declared target hex, may move up to 3 hexes to contact a target hex within its Charge Zone. After the cavalry contacts the target hex the combat is resolved.

Once, Charge Movement is started, it cannot be ended at will. See Recall (13.2.7).

Reaction Fire, that results in the charging units becoming Shaken, ends the Charge.

Charge Movement Restrictions

  1. Terrain: Cavalry units may not enter LDT, MDT or HDT hexes during Charge Movement.

  2. Hexside Obstacles: Cavalry may not cross Hexside Obstacles during Charge Movement. However, they may conduct Cold Steel Combat across Hexside Obstacles, which are not impassible to cavalry.

  3. Stacking: A stack of cavalry units must remain stacked together during Charge Movement.

  4. Facing/Formation: Cavalry units are not allowed to change facing or formation during their Charge Movement.

  5. Friendly Units: Cavalry units are not allowed to perform Charge Movement through hexes occupied by friendly units during their Charge.

Cavalry units may perform Charge Movement through friendly units in SeD formation, but cannot conclude their Charge Movement stacked with them.

13.2.6 Target Hex

A player is not required to designate a target hex, when a Charge Marker is placed on a cavalry unit. However, a potential target must exist within its Charge Zone in order to place a Charge Marker. Cavalry, that begin the Charge Phase with no potential targets in its Charge Zone, may remove the Charge marker with no additional ill effects.

As the charging cavalry moves adjacent, or begins adjacent, to a potential target hex it declares whether or not the hex is the target of the Charge. In this manner a Charge may be used to bluff enemy units into reacting. Cavalry, that declares a target hex, moves adjacent to it and proceeds with step 2 of the Charge procedure.

Cavalry, that charges to the end of its Charge Zone, or up to terrain it is not allowed to Charge into, without declaring a target, ends its Charge. They may then proceed to the Regroup step of the Charge procedure.

One Charge Per Target Hex A target hex can only be Charged once per Charge Phase. After a Charge against a target hex, mark it with a Charge Marker as a reminder that it has already been attacked this Charge Phase. Remove the Charge Marker at the end of the Charge Phase.

13.2.7 Recall

Cavalry may attempt to Recall during Charge Movement and before Pursuit begins.

Charge Movement Before, or during Charge Movement, a Recall Check may be made when units in a potential target hex:

  • have vacated their hex

  • have successfully made a Reaction Formation Change

Cavalry, that passes its Recall Check, may select a new target hex, or end the Charge. If they elect to end the Charge proceed to the Regroup step of the Charge procedure. Cavalry, that fails its Recall Check, must continue the Charge.

Pursuit At the beginning of the Pursuit step, cavalry may attempt to Recall. Cavalry, that passes its Recall Check, may end the Charge, or select a new target hex, and attempt a Follow-On Charge. Cavalry, that fails its Recall Check, must conduct Pursuit.

Recall Check For a stack to make a Recall Check, roll two dice and add applicable MC DRM from the Morale Check DRM Chart. If the modified result is less than or equal to the top unit of the stack’s Morale Value the stack fails. If the modified result is greater than the Morale Value the stack passes.

Selecting a New Target Hex The new target hex must be within the cavalry unit’s Charge Zone as it was at the beginning of the Charge. The cavalry must be able to reach the new target hex from its current hex using the remainder of its Charge Movement. Go back to Step 1 of the Charge Procedure with the new target hex.

13.2.8 Defender Morale Check

The target stack takes a Morale Check. Consult the Charge Defender MC Modifiers Chart for applicable DRM.

Pass A defending stack, that passes, applies the Well Directed Fire FSM to its Defensive Fire Attack.

Fail Each stack, that fails, worsens its Morale State by one level.

Charging Unit CVM The target stack modifies its Morale Check by —5 multiplied by the CVM of the top unit of the charging stack.

EXAMPLE A stack with two cavalry units with the top unit having a CVM of 3 charges. The target hex’s Defender MC will be modified by -5 x 3 or -15.

13.2.9 Pursuit

Cavalry, that does not pass a Recall Check, must pursue units that retreated from the target hex for any reason, including Retreat Before Combat. The decision to attempt to Recall must be made before the Pursuit begins.

A Broken or Routed stack that is pursued, at least one hex, loses one Step.

The Chase Cavalry that pursues must follow the path of the retreating units exactly, changing facing as necessary. Cavalry must pursue up to the point where:

  1. the cavalry begins in, or enters, an EZOC

  2. the retreating units enter terrain impassible to cavalry

  3. the retreating units enter LDT, MDT or HDT hexes

  4. the retreating units cross a Hexside Obstacle

  5. the retreating units entered the hex of a friendly stack

  6. the pursuing units move adjacent to the retreating stack

Reactions A Reaction Charge will end the Pursuit at the moment the unit making the Reaction Charge passes its Reaction Charge Check. The Reaction Charge is now resolved.

13.2.10 Follow-On Charge

Cavalry, that Advanced After Combat into an Open terrain hex and was not required to Pursue, may attempt to conduct a Follow-On Charge. The target hex of a Follow-On Charge must be within the charging unit’s Charge Zone as it was at the start of the Charge Phase.

A Follow-On Charge target hex may include, units that were charged by the same cavalry, and forced to retreat. The retreating stack is now in a new target hex and eligible to be charged again during the same Charge Phase.

To make a Follow-On Charge the cavalry must first pass a Morale Check. Cavalry, that fail the Morale Check, worsen their Morale State by one level. Since, they were already in Disorder following their Advance After Combat this means that they will become Shaken. They will Retreat one hex. Proceed to the Finish step of the Charge procedure.

Cavalry, that pass the Morale Check, immediately declare a new target hex and proceed to Step 1 of the Charge Procedure against the new target hex. All restrictions for Charges apply except case 3, requiring units to be in the Normal Morale State to Charge.

13.2.11 Regroup

Cavalry, that was not forced to Retreat during the Charge, may Regroup. Units, that Regroup, may move up to 3 hexes. They are not allowed to change formation.

Both attacking and defending cavalry, that were not forced to Retreat, may Regroup. Attacking units perform their Regroup first.

13.2.12 Spent Horses

Cavalry units that participated in a Charge as either the attacker or defender become Spent. Mark the units with two Spent markers at the conclusion of a Charge.

[Brigade Game] Cavalry units, that have a Fatigue Level greater than 0, receive three Spent markers.

Cavalry units with a Spent marker may not initiate a Charge.

Stacks, that have a Spent marker, remove one such marker each friendly Cavalry Recovery Phase.

13.3. Empty Target Hex

In Close Combat there are a few cases where defending units will automatically vacate their hex, or due to some previous incident, were eliminated, or vacated the hex, prior to the resolution of the Assault or Charge.

Routed Routed units are eliminated when assaulted or charged.

Broken Broken units enter the Rout Morale State when assaulted or charged.

Artillery Limbered artillery that is not stacked with infantry is eliminated if charged or assaulted.

Unlimbered artillery that is Out of Ammo, and is not stacked with infantry is eliminated if charged or assaulted.

Road Column Units in Road Column become Broken when enemy Combat Units move adjacent.

13.4 Retreat Before Combat

Only certain units are eligible to Retreat Before Combat. Retreat Before Combat from assaulting infantry is called Retreat Before Assault. Retreat Before Combat from charging cavalry is called Retreat Before Charge.

Restrictions

  1. Only units, that are in the declared target hex of an Assault, or Charge, may Retreat Before Combat.

  2. Cavalry units, that are Spent, may not Retreat Before Combat.

  3. Units in the Broken or Rout Morale States cannot Retreat Before Combat.

  4. Units, that trigger a Reaction Charge, may not Retreat Before Combat.

Units that trigger a Reaction Charge while performing Retreat Before Combat finish their retreat. If the retreating stack is still within the Reaction Charge Zone following the retreat, a Reaction Charge can be attempted.

13.4.1 Eligible Units for Retreat Before Assault

  1. All cavalry units must Retreat Before Assault.

  2. Company size infantry units in SeD formation must Retreat Before Assault in all terrain except Post hexes. In Post hexes they may elect to Retreat Before Assault.

  3. Battalion size infantry units in SeD formation may elect to Retreat Before Assault in all situations. However, Battalion size units that fail their Defender MC must then Retreat Before Assault, unless in a Post hex.

13.4.2 Eligible Units for Retreat Before Charge

  1. Infantry units in SeD formation in Open or LDT hexes must Retreat Before Charge.

  2. Infantry units in SeD formation in MDT hexes may elect to Retreat Before Charge.

  3. Irregular cavalry may elect to Retreat Before Charge from any cavalry.

  4. Light cavalry may elect to Retreat Before Charge from Battle cavalry.

13.4.3 Conducting the Retreat

Units that are required to Retreat Before Combat, but are unable to do so become Broken.

A stack of units is not allowed to split up or drop off units during the retreat.

Infantry Infantry units that Retreat Before Assault must Retreat into an adjacent Post hex, or into an adjacent hex containing a friendly stack in Close Order Formation (COF), or 2-3 hexes.

Infantry that Retreats Before Charge may move up to:

  1. one hex into an adjacent MDT or HDT hex

  2. one hex into an adjacent friendly stack in COF (see Joining a Friendly Stack below).

  3. two hexes, the first one through an adjacent friendly stack in COF, placing the friendly units between them and the enemy cavalry

  4. one hex into a hex that the cavalry cannot possibly reach during Charge Movement

Cavalry Cavalry that Retreats Before Assault or Charge must Retreat into an adjacent hex containing a friendly stack in COF, or 2-3 hexes.

13.4.4 Path of Retreat

The hexes retreating units move through are referred to as the Path of Retreat.

Units must end their Retreat when they cannot adhere to the following restrictions:

  1. retreating units may only change formation to join a friendly stack

  2. retreating units are not allowed to enter hexes impassible to the unit type

  3. retreating units are not allowed to violate stacking requirements

  4. retreating units are not allowed to enter EZOC

A unit may Retreat into EZOC if the hex is occupied by a friendly Combat Unit.

13.4.5 Morale

Units in the Normal Morale State, that Retreat Before Combat, enter Disorder at the end of their retreat.

13.4.6 Joining a Friendly Stack

Units that Retreat into a friendly stack must change facing and formation to match the stationary units. This formation change does not cost MP. Place them at the bottom of the stack. The entire stack, then enters Disorder, if not already in Disorder, or worse.

13.4.7 Reactions

Units that conduct Retreat Before Combat may not perform Reactions against the assaulting or charging units during the remainder of its retreat.

Retreat Before Combat may trigger Reactions.

EXCEPTION The units causing the Retreat Before Combat cannot perform Reactions as the unit retreats.

EXAMPLE A cavalry unit, that elects to Retreat Before Combat, is not allowed to turn around and attempt to Reaction Charge after beginning its retreat. Similarly, an infantry unit could not Retreat Before Combat and later attempt a Reaction Formation Change to Square after beginning its retreat.

13.5 Offensive and Defensive Fire

Offensive and Defensive Fire occurs during an Assault. During a Charge against infantry or artillery only Defensive Fire is conducted.

Defensive and Offensive Fire is conducted as a Fire Attack with the regular FSM plus any Well Directed Fire FSM obtained by passing an Attacker or Defender MC. Each assaulting stack makes a separate Fire Attack. Apply the results of each Fire Attack as in 12.3.

Defending units can only perform Defensive Fire against one attacking stack in their front hexes.

Units in Square formation may fire at two attacking stacks under the restrictions of 7.8.2.

Morale Checks Any resulting Morale Checks against the target of an Offensive, or Defensive, Fire Attack additionally apply the Offensive/Defensive Fire DRM.

Units that fail a MC as a result of Offensive, or Defensive, Fire worsen their Morale State by two levels.

EXCEPTION Units defending in Posts worsen their Morale State by only one level. They do not retreat if they become Shaken.

EXAMPLE A unit in the Normal Morale State, and not in a Post hex, that fails a MC triggered by Offensive Fire or Defensive Fire enters the Shaken Morale State.

13.6 Cold Steel Combat

Cold Steel Combat is fighting with l’arme blanche using swords and bayonets.

Cold Steel Combat only occurs when cavalry units Charge, or Reaction Charge, or when units Assault Fortified Posts or Built-Up-Area (BUA) hexes.

13.6.1 Cold Steel Combat Resolution

To resolve Cold Steel Combat both players roll one die. Each sums his CVM values for each of his participating stacks and adds them to his roll. The highest, modified, roll wins. The defender wins ties.

For modifiers that apply to Cold Steel Combat, refer to the Hand to Hand CVM Chart for Assaults, or to the Charge CVM Chart for Charges.

Cold Steel Combat Results Units that, lose Cold Steel Combat, worsen their Morale State by two levels retreating as necessary.

Units defending in Posts worsen their Morale State by only one level. They do not retreat if they become Shaken.

Unlimbered artillery in a stack, that loses Cold Steel Combat, is eliminated.

Cold Steel Combat Losses The attacker’s modified die roll is used to determine the losses inflicted on the defender. Likewise, the defender’s modified die roll is used to determine the losses inflicted the attacker. To determine losses inflicted use the modified die roll to locate the result on the Cold Steel Losses Chart.

Leader Casualties An unmodified die roll of 9 in Cold Steel Combat indicates a Leader casualty on an opposing stack. If multiple Leaders are present randomly choose which one becomes a casualty.

13.6.2 Modifiers

Some modifiers require further explanation.

Unit CVM The CVM of the top unit in a stack is used for Cold Steel Combat.

Charge Distance Bonus For each Open hex cavalry enters during its Charge Movement a +1 CVM bonus is received. In the case of a Counter Charge both attacking and defending cavalry may receive this bonus.

If cavalry conducts Cold Steel Combat against units in Square, or into MDT hexes or across a HO they do not receive a Charge Distance bonus.

Cavalry conducting a Follow-On Charge retain their Charge Distance Bonus from their previous Charge.

EXAMPLE If cavalry conducting a Follow-On Charge had a Charge Distance Bonus of +1 in their previous charge against a now empty target hex, their bonus against the new target would remain +1.

Cold Steel Odds Determine if the attacker or defender has more SP. Divide the larger number by the smaller number and round to the nearest odds on the Cold Steel Odds Chart. Index the chart to find the Odds CVM. If the attacker has more SP, apply the modifier to the attacker’s die roll. If the defender has more SP, apply the modifier to the defender’s die roll.

Square Units in Square, that are the target of a Charge, receive a +1 CVM bonus for each infantry SP in the target hex.

EXAMPLE An infantry unit in Square with 3 SP would receive a +3 CVM bonus.

Leader CVM The CVM value of only one leader in each stack may be applied to Cold Steel Combat. It is the owning player’s choice of which leader he uses.

Multiple Stacks Multiple stacks, that Cold Steel Combat against the same target hex, calculate the CVM value of each attacking hex separately and sum them to determine the total attacker CVM value applied to the Cold Steel Combat die roll.

EXAMPLE A cavalry unit charges into the front facing of an infantry unit in open terrain with 3 SP and a CVM of 1. The cavalry unit with 5 SP and a CVM of 2 enters one clear terrain hex during its Charge, thus receiving a charge bonus of 1. Both units remain in good order and the cavalry survives the defensive fire unscathed. Now it is time for Cold Steel Combat. The Cold Steel Odds are 5 SP to 3 SP, rounded to 3-2, in favor of the cavalry yielding a +1 CVM. The cavalry has a cumulative CVM of 4 and the infantry has a net CVM of 1. Each rolls a single die and adds their CVM. The infantry rolls a 9, modified to 10 and the cavalry rolls an 8 modified to 12. The modified infantry roll of 10 indicates 1 step loss is inflicted on the cavalry. The modified cavalry roll of 12 indicates 1 step loss is inflicted on the infantry. The infantry loses the Cold Steel Combat since their modified die roll was less than the modified die roll of the cavalry. The infantry unit worsens its Morale State by two levels to Shaken.

13.7 Advance After Combat

At least one attacking unit, must Advance after Combat, if the target hex is empty. Units that are required to enter Disorder, do so before entering the empty target hex.

The owning player may decide the order in which the units in the stacks advance into the target hex. They are not allowed to violate stacking requirements.

Defending units never Advance after Combat.

Formation Changes Units, that advance into MDT, or HDT, hexes, must be in a formation allowed in those hexes prior to advancing. This is a free formation change and does not cost MP. Nor does it require a Disorder Check.

Facing Changes Infantry units may change facing after the advance.

14 Reactions

14.1 Triggering Reactions

When a Combat Unit voluntarily moves opposing units may attempt limited Reactions. The decision to attempt a Reaction is always voluntary on the part of the reacting player.

EXCEPTION Units, that move into a hex already occupied by friendly units, do not trigger Reactions. Units, that leave a hex that remains occupied by other friendly units, do not trigger Reactions.

EXCEPTION The following actions do not trigger Reactions:

  1. Retreat Movement

  2. Leader Movement

  3. Units that trigger a Reaction may not themselves make a Reaction in response to the reacting unit. There is no chain of Reactions.

Units, that trigger a Reaction, immediately stop moving until the Reaction is resolved. Refer to each type of Reaction to determine precisely when a Reaction is triggered.

If the Reaction did not end the movement of the triggering stack, it completes the action that triggered the Reaction and may continue moving.

A unit may attempt only one type of Reaction per triggering event. If eligible, it may attempt the same, or a different Reaction, in response to a later triggering event by the same, or different, units. Multiple actions, such as changing formation, and then exiting EZOC, each count as separate triggering events. Resolve them each as they occur.

Multiple types of Reactions by different units may be triggered by a single event. In this case, they are resolved in the following order:

  1. Reaction Fire

  2. Reaction Formation Change

  3. [Brigade Game] Reaction Move

  4. Reaction Charge or Counter Charge

EXAMPLE A cavalry unit may exit the EZOC of an infantry unit triggering Reaction Fire which also happens to be in the Reaction Charge Zone of enemy cavalry.

14.2 Reaction Fire

14.2.1 Infantry

Combat Units that voluntarily change formation within or exit the EZOC of infantry trigger Reaction Fire.

Skirmishers Units with skirmishers deployed, including SeD, have an extended Reaction Fire capability. Combat Units moving into, changing formation within, or leaving, the front hexes of skirmishers trigger Reaction Fire.

Defining the reaction fire zone of skirmishers as their front hexes, instead of ZOC, gives skirmishers the ability to reaction fire in MDT and HDT hexes where ZOC does not extend. This capability is granted, because the skirmishers are assumed to be spread out in front of the core of the unit.

14.2.2 Artillery

Artillery has an extended Reaction Fire capability. Combat Units moving into, changing formation within, or leaving the EZOC, of artillery trigger Reaction Fire.

14.2.3 When

Reaction Fire takes place immediately before the triggering unit completes the triggering action.

EXAMPLE A unit, that leaves the EZOC of artillery, is subject to Reaction Fire at one hex range, before it leaves the hex. A unit, that changes formation in EZOC, is subject to Reaction Fire in its current formation. A unit, that moved into an artillery EZOC, is subject to Reaction Fire at a range of two hexes.

14.3. Reaction Formation Change

The non-phasing player’s Combat Units may attempt to make a Reaction Formation Change, when phasing Combat Units voluntarily enters or leaves a hex, or changes formation, within 3 hexes of the reacting unit.

Units conducting a Reaction Charge do not trigger Reaction Formation Changes.

In the Battalion Game, the only Reaction Formation Change allowed is for infantry units to form Square.

To attempt a Reaction Formation Change, a unit takes a Disorder Check applying modifiers from the Reaction Facing-Formation Change Disorder Check DRM Chart. A unit, that passes its Disorder Check, may change formation. A unit, that fails its Disorder Check may not change formation, and worsens its Morale State by one level.

A unit does not expend any MP to make a Reaction Formation Change. It may trigger Reaction Fire, but no other types of Reactions.

14.3.1 When

The Reaction attempt must be made immediately after the triggering event.

14.3.2 Restrictions

  • Only units in the Normal Morale State may attempt a Reaction Formation Change.

  • Checking units must have a clear LOS to the moving unit when the attempt is made.

14.3.3 Modifiers

Modifiers that require more explanation.

EZOC Units, that attempt a Reaction Formation Change while in the EZOC of an enemy Combat Unit, other than the triggering unit, apply the Already in EZOC DRM to their Disorder Check dice roll.

Distance Units attempting a Reaction Formation Change modify their Disorder Check by the distance, in hexes, from the checking unit to the triggering unit. When counting the hexes, the triggering unit’s hex is included, but not that of the checking unit.

EXAMPLE An enemy stack begins its movement with one intervening hex between it and an infantry stack that wishes to form Square. The distance is two hexes including the intervening hex and the moving stack’s hex yielding a DRM of —15.

14.4 Reaction Charge

14.4.1 Reaction Charge Zone

Non-moving cavalry units in Line or Column formation project a Reaction Charge Zone at all times.

The Reaction Charge Zone extends 3 hexes from the unit’s front hexsides. The Reaction Charge Zone does not extend into LDT, MDT or HDT hexes, or across Hexside Obstacles.

The moving player’s Combat Units, that voluntarily enters or leaves a hex, or changes formation, within the Reaction Charge Zone may trigger a Reaction Charge.

Figure 27: Reaction Charge Zone for Line and Column (diagram, not reproduced).

EXCEPTION A unit conducting a Reaction Charge does not trigger a Reaction Charge against itself. There is no chain reaction of Reaction Charges.

14.4.2 When

The Reaction Charge attempt must be made immediately after an enemy stack enters a Reaction Charge Zone. The Reaction Charge attempt must be made immediately before an enemy stack attempts to leave a hex, or changes formation within a Reaction Charge Zone.

EXCEPTION Units leaving a stack occupied by other friendly Combat Units do not trigger a Reaction Charge, unless, they enter a vacant hex, that is still within the Reaction Charge Zone. To do so the reacting cavalry must be able to physically reach the hex hex entered, without changing facing or formation.

Attempts A non-moving cavalry unit can only make one, and only one, Reaction Charge attempt per moving enemy stack.

EXAMPLE A single stack changes formation and leaves the Reaction Charge Zone of a non-moving cavalry unit. The reacting cavalry unit could make a Reaction Charge attempt when the moving unit changes formation or when it moves to leave the Reaction Charge Zone, but not both.

Multiple Reacting Stacks A single event may occur in the Reaction Charge Zones of multiple stacks. In this case, only the first stack to pass its Reaction Charge Check conducts its Reaction Charge.

14.4.3 Counter Charge

If the triggering unit was conducting a Charge, the Reaction Charge is referred to as a Counter Charge. In this case, abort the Charge Procedure and follow the Reaction Charge Procedure to its completion. The reacting unit now becomes the attacker in the Reaction Charge sequence.

14.4.4 Reaction Charge Check

To Reaction Charge units must pass a Morale Check except the consequences are different. Apply modifiers from the Morale Check DRM Chart.

A stack, that fails, it is not allowed to make a Reaction Charge. It does not worsen its Morale State. The triggering unit may continue its move after all Reaction Charge attempts against it are made.

If the reacting stack passes, the movement of the triggering unit is complete. The Reaction Charge is resolved immediately using the Reaction Charge Procedure.

14.4.5 Conducting a Reaction Charge

The hex of the unit, that triggered the Reaction Charge, is automatically the target hex. Units that Reaction Charge may not attempt Recall to end the Charge or choose a new target hex.

  1. Reaction Charge Movement (13.2.5) Reaction Fire - The only Reaction that may be triggered by Reaction Charge Movement is Reaction Fire. If Reaction Fire causes the reacting unit to Retreat the Charge is finished.
  2. Empty Target Hex (13.3)
  3. Combat Sub-Procedure
  4. Cold Steel (13.6)
  5. Advance After Combat (13.7)
  6. Pursuit (13.2.9)
  7. Regroup (13.2.11)
  8. Finish

15 Terrain Effects

Terrain is categorized into a few types to aid in consistency and to reduce the need for special rules in each game. Not all of these appear in every game.

There are five classes of hex terrain.

  • Open Terrain

  • Light Density Terrain (LDT)

  • Medium Density Terrain (MDT)

  • High Density Terrain (HDT)

  • Impassible

Every hex on the map fits into one of these categories.

The Terrain Effects Chart (TEC) shows the class of each type of terrain on the map. The TEC also shows the MP costs of terrain for each unit type, applicable FSM and CVM values, height of the terrain and if it potentially blocks LOS.

Built Up Areas Built Up Area (BUA) hexes are any hex with buildings.

Terrain Formation Restrictions Terrain restricts the type of formation allowed in each hex.

  • Combat Units in any formation may enter Open or LDT hexes.

  • Infantry must be in Column, SeD, or in Road Column to enter MDT or HDT hexes.

  • Cavalry must be in Column, or in Road Column to enter MDT hexes.

  • Cavalry may not enter HDT hexes unless on a Road or Trail and in Road Column.

  • Artillery may not enter MDT, or HDT, hexes, that are not also Fortified Post hexes, unless on a Road or Trail and in Road Column.

  • Artillery may unlimber in Open hexes, LDT hexes, MDT Post, or HDT Post hexes.

15.1 Hexside Terrain Features

Hexside terrain features may not conform exactly to the side of a hex. Players should consider the terrain to occupy the hexside it is closest to.

Fire Combat Only Fire Attacks, whose LOS crosses a hexside feature, apply the indicated FSM from the TEC.

Cold Steel Combat Units, that are the target of Cold Steel Combat from multiple hexes, apply the least favorable CVM for hexside terrain.

15.1.1 Hexside Obstacles

Hexside Obstacles include streams, banks, walls, hedges, etc. These terrain features impose constraints on movement and combat taking place across them. The Terrain Effects Chart indicates which hexside terrain features are Hexside Obstacles.

15.2 Fortified Posts

Any hex containing stout buildings suitable for fortifying in the field, or containing field works, could be Fortified Posts. Hexes containing Fortified Posts (Posts for short) are specified in the Scenario Rules.

There are two types of Posts: Fortified Buildings and Earthworks. Each type of Post can be either MDT or HDT class hexes.

Fortified Post markers are colored to aid in identifying which player’s units are beneath the counter. Either player’s units may occupy the Fortified Post hex and benefit from it. Change the marker as needed.

Figure 28: Fortified Post Markers.

Figure 29: Examples of Earthworks - Redan/Flèche, Redoubt, Lunette.

15.2.1 Fortified Buildings

Units in Fortified Buildings have all around facing.

Hexes designated by the scenario rules can be turned into Fortified Posts. A Fortified Post is established at the end of any Movement Phase that an infantry battalion spends its entire Movement Allowance in the hex. A building that is fortified, remains a Fortified Post through the end of the game.

Mark Fortified Post hexes with the appropriate Fortified Post Marker for the type of terrain class in the hex, MDT or HDT.

15.2.2 Earthworks

Earthworks such as ravelins, redans, lunettes and redoubts, et. al., are a type of Fortified Post. Games containing earthworks include counters to use in marking their position.

Units beneath the Earthwork counter are considered to be inside the Earthwork. Units on top of the Earthwork counter are outside of the Earthwork. Only units inside the Earthwork receive its benefits.

All units in the hex must be inside or outside of the Earthwork. A combination of units inside and outside the Earthwork is not allowed.

Facing Units inside the Earthwork have the facing of the Earthwork. The front hexsides of the Earthwork are indicated on the counter by a thick black line along the hexside. All other hexsides of the Earthwork are flank hexes.

Units outside the Earthwork may adopt any facing their formation allows.

Fire Attacks Units inside Earthworks, that are fired upon through its front hexsides, apply the FSM shown on the Earthwork marker. Units inside the Earthwork, that are fired upon through the Earthworks flank hexsides, and units that are outside the Earthwork, use the FSM of the other terrain in the hex.

Close Combat The front hexsides of an Earthwork are treated as Hexside Obstacles. The CVM on the Earthwork marker, only applies if all Close Combat attacks against the hex, occur across the front hexsides of the Earthwork.

The Earthwork has no effect upon units conducting Close Combat across the Earthwork’s flank hexsides.

15.2.3 Fortified Posts & Cavalry

Cavalry may enter hexes containing MDT Fortified Posts under the same restrictions as entering other MDT hexes.

Cavalry that enters an MDT Fortified Post hex is considered to be outside the building, or earthwork. Cavalry is placed on top of the marker to indicate that it is outside of the Fortified Post. Cavalry does not receive any of the benefits of occupying a Post hex.

16 Weather Effects

Weather and atmospheric effects are standardized to aid in consistency and to reduce the need for special rules in each game. Not all of these appear in every game.

Weather effects incorporates several categories that effect game play:

  • Time of day (dawn, day, dusk and night)
  • Smoke
  • Weather

16.1 Twilight

The scenario rules will indicate what time Twilight begins for dusk or ends for dawn.

The following restrictions apply during Twilight turns:

  1. The Command Range of Leaders is reduced by one, but never less than zero.
  2. A clear LOS is limited to a distance of 4 hexes.
  3. Cavalry does not receive any CVM bonus for Charge distance.

16.2 Night

The scenario rules will indicate what time Night begins or ends.

The turns:

following restrictions apply during Night

  1. The Command Range of Leaders is reduced by three, but never less than zero.

  2. A clear LOS is limited to adjacent hexes.

  3. Cavalry may not initiate any type of Charge.

16.3 Fires

[Brigade Game] In the Brigade Game Howitzer Attacks against a BUA hex may start a fire. Apply the following rules when a fire starts in a hex.

Effects Subsequent fire starting events against a hex already on fire have no additional effects.

  1. Units in a hex when the fire starts worsen their Morale State by one level.
  2. During the Fire Fighting Phase units in a hex that is on fire must take a Morale Check.
  3. Units may not voluntarily enter a hex that is on fire.
  4. Units forced to Retreat through a hex that is on fire worsen their Morale State by one level. Units may not end their Retreat in a hex that is on Fire.

Fighting Fires During the Fire Fighting Phase, and after any Morale Checks are taken due to fires, roll a die for each hex on fire. On a 9 the fire goes out. Remove the Fire Marker. On a 0 the fire spreads to an adjacent BUA hex, if any. Randomly choose the hex.

LOS Hexes on fire create a smoke plume that blocks LOS at all elevation levels.

Part III: Brigade Game

Players, who want more detail, should play the Brigade Game when they are comfortable with the Battalion Game.

17 Brigade Command

During the horse and musket era brigades typically marched onto the battlefield in Grand Column and deployed into Line of Battle for combat.

Grand Column (GC) and Line of Battle (LOB) are the two Grand Tactical Formations (GTF) employed in the game system. There are a number of methods for changing from one type of GTF to another, or for a GTF to change facing. These are referred to as Evolutions.

17.1 Command Status

Regardless of rank, a Brigade Leader is a Leader that has only Combat Units subordinate to him. He may place his units In Command in two ways. He may place them In Command through a Grand Tactical Formation (GTF) or through the Command Status methods outlined in the Battalion Game (5.3). He may change his method of establishing command from turn to turn, but may only select one method in any given Command Status Phase. The method being used remains the same until the next Command Status Phase when it may be changed.

Leaders that use the Battalion Game method remove all GTF markers associated with his command.

All other Leaders continue to use their Command Range as in the Battalion Game.

17.1.1 Command Range

A Brigade Leader’s Command Range is zero (0). Only units, that he is stacked with, are placed In Command, when using the Command Range method.

17.1.2 Grand Tactical Formation

The units of the Brigade must conform to one of the allowed GTF to be In Command. Each GTF type imposes additional restrictions to be In Command.

Directing Unit The Brigade Leader must stack with a Combat Unit of the GTF. This Combat Unit is referred to as the Directing Unit (DU).

The Brigade Leader may change to a new DU, at the beginning of the brigade’s movement phase, or any time the current DU begins to move in any phase, or when the GTF conducts an Evolution and the Brigade Leader must move to a particular unit. Changing the DU does not cost MP. Just pick the leader up and move him. They have fast horses.

Assets Assets attached to a Brigade Leader must meet the same requirements for the given GTF type to be In Command. An Asset cannot be chosen as the Directing Unit.

Formation Units, that make up the GTF, are allowed to be in any formation the terrain permits.

Infantry battalions in SeD formation must conform to the requirements of a GTF, and pass a Command Check to be In Command (7.7.3).

Infantry companies in SeD formation are In Command if they remain within two hexes of another unit of the same Brigade that is In Command, regardless of other GTF command requirements.

Stacking Units of different GTF, that end their move stacked, must take a Disorder Check. Units of different GTF, that are stacked in the Command Status Phase, are Out of Command.

Rejoining a GTF To rejoin a GTF units simply move to a location where they again meet the requirements of being In Command. Their Command Status is re-evaluated in the next friendly Command Status Phase.

Reforming a GTF It may happen, that a Brigade Leader finds all of his units advancing to the rear, or that no units conform to his GTF after an attack.

Figure 30: Brigade Game Markers - Close Column (+2); Attack Column (+2, +2); Open Column (+1); Division Mass (+1); Closed Square (+3, +1/S); Prone (-1); Refuse Left Flank (-1); Refuse Right Flank (-1); Line of Battle; Double Line of Battle (-2); Grand Column; Double Grand Column (-2); Left in Front; Right in Front; Evolution in Progress (-10); Sub-units Inverted (-20); LOB Out of Order (-3); LOB Inverted (-1); Fatigue Level 1 (-1, -1, -10); Fatigue Recovery; Bombardment Zone Extents (two markers); Howitzer Scatter; Hex on Fire. Numbers are as printed on the marker graphics.

He may reform a GTF by moving to a suitable hex and selecting an appropriate GTF Marker. His Combat Units simply move to gain In Command status to rejoin the GTF.

17.2 Grand Tactical Formations

There are two basic Grand Tactical Formations: Grand Column (GC) and Line of Battle (LOB). Each Brigade formed in a GTF is marked with the appropriate GTF Marker.

17.2.1 Grand Column

Grand Column was used for maneuvering a Brigade to a position to form LOB. A GC may be formed in one or two Columns, as a Double GC.

DESIGNER'S NOTE Double GC is a practical limitation and if player’s want to experiment with more than two columns they are free to do so, but evolution penalties should be increased.

Directing Unit The Brigade Leader must stack with the leading unit of a GC. He may stack with the leading unit of either column in a Double GC.

Command Status To be In Command, units of a GC must form a contiguous string of units in the same hex or in hexes behind the DU. The string of units does not need to maintain a straight line at all times, but it will need to be in a straight line to perform most evolutions.

EXCEPTION Infantry companies in SeD formation are In Command if they remain within 2 hexes of another unit of the same Brigade that is In Command, regardless of other GTF command requirements.

Double GC A Double GC forms two contiguous strings of units. The two strings of units do not have to be the same length.

To be In Command, the leading unit of the column, without the Leader, must have a clear LOS to the DU. Friendly Combat Units do not block LOS for the purposes of this rule. Otherwise, units of a GC are not required to maintain LOS to the DU.

The distances between the two columns of a Double GC is limited only by the clear LOS requirement.

Figure 31: Grand Column Example (diagram, not reproduced).

EXAMPLE In Figure 31, the 1st Brigade, on the left with light pants, is in Double GC. The right hand column of the Double GC is Out of Command, because its LOS to the DU is blocked by the trees. The 2nd Brigade, tan and tartan kilts, is a GC going around an obstacle. The trailing unit, 5/60 Foot, is OOC, because it is not contiguous with a string of units to the DU of its own Brigade. The remainder of the 2nd Brigade are In Command regardless of LOS, because they are in a contiguous string of hexes.

17.2.2 Line of Battle

Line of Battle was the fighting formation for a Brigade. It could be formed in one or two lines as a Double LOB.

DESIGNER'S NOTE Two lines is a practical limitation and if players want to manipulate LOB of three or more lines feel free to do so. However, making a change of front in place with a three or four line formation is a very complex evolution on the battlefield and the modifier for the Evolution Check should be correspondingly severe.

Directing Unit The Brigade Leader may stack with any unit of the GTF in a Close Order Formation (COF).

Command Status The following requirements must be met for units of a LOB to be In Command.

EXCEPTION Infantry companies in SeD formation are In Command if they remain within 2 hexes of another unit of the same Brigade that is In Command, regardless of other GTF command requirements.

  1. Facing Units must have the same facing as the DU. A unit facing a hex vertex or a hexside are considered to be facing the same direction, if we imagine them in the same hex, and the hexside and vertex they are facing are adjacent. See examples in the following sections.

  2. LOS A clear LOS is required from each unit of a GTF to the DU. Friendly Combat Units do not block LOS for the purposes of this rule.

  3. Straight Line Units in a LOB must form a straight line with the DU within the limitations of the hex grid.

Figure 32: LOB Command Status Example; Figure 33: Double Line of Battle (diagrams, not reproduced).

EXAMPLE In Figure 32, the Coldstream Guards unit, left of the trees, is OOC, because it does not have the same facing as the DU. The other Coldstream Guards unit is OOC, because there is no LOS from the unit to the DU. LOS is blocked by the trees. The 3rd Guards units are In Command, because one is the DU and the other, because it’s front facing shares a vertex with the facing of the DU. The SeD infantry company is also In Command, because it is within 2 hexes of another unit of the GTF that is also In Command.

Double LOB All units in both lines of a Double LOB must meet the requirement to be In Command. The distance between the two lines of the LOB is limited only by the LOS requirement for In Command status.

In Figure 33, a Double LOB is formed. All units are In Command.

17.2.3 Movement

Each GTF moves as a rigid entity. Its moves are Segmented between moving forward, or backward, and performing evolutions. Refer to 17.3.1 for a GTF that is performing an Evolution.

To complete each Segment of a move the player must move the Directing Unit first.

The remaining units of the GTF must move to match the Directing Unit while maintaining their relative position in the GTF at all times.

Units of a GTF, with an Evolution In Progress Marker, or that are moving around an obstacle, are allowed to be temporarily out of position relative to the DU. They must resume their relative position in the GTF as soon as is practical.

Units of a GTF expend, and track their MP separately, as they conduct each Segment of their move. They may Force March to keep up with the Directing Unit. They may change formation and facing as the owning player desires within the limitations of remaining part of the GTF. Units of the GTF take Disorder Checks as necessary for their movement.

Units leaving a GTF track MP independently (17.2.4). In an Evolution, units track their MP separately, but some Evolutions may require units to mark time. Refer to 17.3.1.

Figure 34: GTF Movement; Figure 35: GTF Move with Evolution (diagrams, not reproduced).

EXAMPLE In Figure 34, the units in LOB advance forward 4 hexes negotiating obstacles during their movement. The village and wood hexes are MDT hexes that cost 2 MP to enter. The arrows show the path that each unit takes in its advance. 1/36 and 2/36 Ligne, the two right most units, have a clear path to move forward. They expend 4 MP. 3/36 Ligne’s path takes it around the town easily enough, but must go around the wood by veering into 2/36 Ligne’s lane. 3/36 is temporarily out of its relative position with respect to the DU, but still expends just 4 MP. 4/36 Ligne cannot easily negotiate the obstacles. With MP costs for facing changes, it would cost more MP to go around. They choose to change formation into column to enter the village hex. The first hex they enter costs 1 MP plus 2 more for the formation change. They then enter the village hex on the right for a cost of 2 MP. Then they exit the village hex, expending 1 MP for the open terrain and 2 more to change back into line formation. They advance one more hex. The total MP expended is 9, which required some force marching. They will need to take a Disorder Check for changing formation and for force marching. All four units are now back in the same position relative to the DU as they were at the start of the movement.

EXAMPLE In Figure 35, semi-transparent units represent earlier positions as the GTF moves. A LOB of three infantry units in Line moves forward 2 hexes, then wheels through a 60° facing change and moves forward again 2 more hexes. This is three segments. In Segment 1 all 3 units of the GTF move forward 2 hexes each expending 2 MP. In Segment 2 the GTF wheels. All units expend 1 MP for an Evolution (17.3.1). The outer unit of the LOB expends 2 MP wheeling through two hexes, and expending 1 MP for a unit in Line to change facing, to perform the Evolution. The middle unit spends 1MP to wheel, and 1 MP to change facing, and then marks time waiting for the outer unit to make its way to the Brigade’s new facing. The inner unit expends 1 MP to change facing and marks time waiting for the outer units. The wheel cost all units of the GTF 4 MP. All units of the GTF have now expended 6 MP total. They would now make an Evolution Check (17.3.1) for the Change of Front. Assume they pass. The GTF executes Segment 3 to move forward 2 hexes. All units in the GTF have now expended 8 MP. Since, the units are in Line, and expended more than 4 MP, and perhaps forced marched, they must take a Disorder Check.

17.2.4 Leaving a GTF

Players must declare which units are leaving the GTF, before moving the DU.

Units that leave the GTF must conduct their move, before the DU is moved. Remember that the DU must be moved, before all other units, that remain part of the GTF, are moved. Units that leave the GTF conduct their move independently of the GTF from the moment they leave the GTF.

Units, that leave the GTF, and are then moved in a manner to place themselves in a position to rejoin it in the following turn’s Command Status Phase, are considered to have conducted an illegal evolution and all units of the GTF, and those that left it, worsen their Morale State by one level. See Evolution Restrictions (17.3).

17.3 Evolutions

While going through this section it may be helpful to refer to the Brigade Player Aid Card (PAC04).

Evolutions are categorized as:

  • Easy
  • Simple
  • Ordinary
  • Difficult
  • Complex

Evolution Restrictions

  1. Units of a GTF cannot change their position relative to the DU, without conducting an Evolution.

  2. If a GTF does not use one of the defined Evolutions all units of the GTF worsen their Morale State by one level.

  3. To change from one GTF to another one of the Evolutions listed must be used.

  4. Units of a GTF must be in a straight line, within the limitations of the hex grid, to perform an Evolution.

Grand Columns do not need to be in a straight line to make a Change of Front.

  1. When the Directing Unit of a GTF changes facing one of the Evolutions for a Change of Front must be used.

  2. To extend or shorten a Line of Battle one of the Evolutions for Prolonging or Shortening the Line of Battle must be used.

  3. To extend or shorten a Grand Column one of the Evolutions for Opening and Closing the Grand Column must be used.

17.3.1 Conducting an Evolution

Conducting an Evolution costs an additional one MP.

EXCEPTION Easy evolutions do not cost the extra MP.

DESIGNER'S NOTE The extra MP simulates the additional time to transmit orders to the unit leaders and to allow adjutants and guides time to reach their positions before the maneuver begins.

During the Evolution each unit’s MP expenditure is accounted for individually. However, the moment the Evolution is complete the entire GTF can only expend the remaining MA of the unit that spent the most MP conducting that Evolution. Units may Force March while performing an Evolution.

Once an Evolution is complete the GTF makes an Evolution Check.

Directing Unit Some Evolutions require the Leader to move to a specific unit in the GTF to mark it as the Directing Unit. This movement by the Leader does not cost MP. Just pick him up and move him.

Figure 36: Expending MP in an Evolution. This Evolution is forming LOB using the Direct Route (diagram, not reproduced).

EXAMPLE In Figure 36, three units in Grand Column at Full Distance wish to form Line of Battle on the Head of the Column using the Direct Route method. That is, the front unit of the Grand Column remains in place while the others form on it. Each unit from the tail to the head expends 2, 1 and 0 MP in movement and +1 MP for the evolution. All units in the GTF have now spent 3 MP conducting the evolution. The units, that spent less than 2 MP in movement, have their extra MP spent marking time waiting for the last unit to reach its place in the Line of Battle.

Interruption Once an Evolution has begun it must be completed before the GTF can move or perform another Evolution.

Evolution in Progress A GTF that is unable to complete its Evolution during a single Movement Phase is marked with an Evolution in Progress marker and a marker indicating the GTF being formed. The GTF must complete this Evolution in the next friendly Movement or Reserve Movement Phase.

Evolution Check When an evolution has been completed an Evolution Check must be made.

Easy evolutions do not require an Evolution Check and are noted in the rules.

The player rolls one die. The die roll is modified by the Evolutions Check DRM Chart located on the Brigade Player Aid Chart (PAC04).

If the modified roll is 2 or greater, the Evolution was completed successfully. If the modified roll is less than 2, the Evolution has been conducted poorly, and each unit in the GTF immediately takes a Disorder Check.

This is an exception to the normal rule requiring a Disorder Check at the conclusion of movement. Disorder Checks required for movement are still made at the complete of a unit’s movement.

17.3.2 Opening and Closing the LOB

This is an Easy evolution.

A GTF in LOB may change its frontage by increasing or decreasing the space between units. Units of the GTF move to spread out, or close up, changing facing and expending MP as necessary.

17.3.3 Opening and Closing the Grand Column

This is an Easy evolution.

A GC can be formed fully closed, fully open, or anywhere in between. A fully Closed GC is where each hex of the GC has its units stacked, up to the stacking limit, of the hex. A fully Open GC is where each unit is in Column at Full Distance.

A GC can be closed up, by having the units at the head of the GC remain in place, while the trailing units move forward to stack up to the limits of the hex.

A GC can be opened, by having the tail of the GC remain in place, while the leading units move forward to spread out.

17.3.4 Double LOB

These are Easy evolutions.

Form Double LOB from LOB Any units from the LOB can be chosen to march forward, or backward to form the second line of the LOB.

DESIGNER'S NOTE Illustrating the possibilities, they could then close, or open, both lines of the LOB to achieve the desired width of the whole. Or they could also have alternate units march forward, or backward, to form en échiquier. Or a portion of the left, or right, side of the brigade could march forward, or backwards, and then march to the right or left.

Form LOB from Double LOB Units march forward, or backward to form a single line.

17.3.5 Double GC

These are Easy evolutions.

Form GC from Double GC One column marches round behind the other column while it marks time.

Form Double GC from GC Units that will form the second Grand Column march to either flank of the original column, while the remainder of the units mark time.

17.3.6 Deploy to Line of Battle

A Grand Column could form Line of Battle using the following methods.

Processional Deployment (aka Simultaneous Quarter-Wheel) This is a Simple evolution.

To deploy into Line of Battle the Grand Column marches along the line where it wishes to form Line of Battle. Then, all units change facing into Line of Battle.

A variant of the Processional Deployment from Grand Column at Full Distance, is called the Simultaneous Quarter-Wheel (18.3). When in position, each unit in the Grand Column wheels left or right into Line formation into its position in the LOB. This is not a free Formation Change.

Figure 37: Processional Deployment (diagram, not reproduced).

Tiroirs This is a Difficult evolution.

Deploying a Tiroirs literally means by drawers and is also known as the Perpendicular Route.

Each unit faces right, or left, and marches parallel to the line of deployment until it reaches a point perpendicular to its position in the Line of Battle. Alternatively, units may March by the Flank (18.1.4), to reach their position. Each unit then refaces towards the Line of Battle and marches directly forward into final position.

A GC deploying a Tiroirs, can deploy on any unit of the GC. See the last paragraph of this section (17.3.6).

Figure 38: A Tiroirs Deployment (diagram, not reproduced).

The Direct Route This is a Complex Evolution.

Each unit, changes facing as necessary, marches directly to its place in the Line of Battle, and faces front. Refer to Figure 36.

A GC deploying using the Direct Route, can deploy on any unit of the GC. See the last paragraph of this section (17.3.6).

Figure 39: Display the Close Column (diagram, not reproduced).

Display the Close Column This is an Ordinary evolution.

This method is used to form Line of Battle from a Grand Column whose units are in Close Column. Units of the Grand Column March by their Flank (18.1.4) directly to their location in the Line of Battle.

A GC Displaying the Close Column, can deploy on any unit of the GC. See the last paragraph of this section (17.3.6).

Displaying a column is another period euphemism for deploying a grand column or a battalion column.

Deploying on any Unit of the Grand Column To deploy into LOB on any unit of the Grand Column, the Brigade Leader moves to that unit to make it the DU.

The DU remains in place, while the other units move to their position in the LOB per the method of deployment chosen. This may require some units to move to their rear, and some to move to their front, to reach their position.

17.3.7 Form Grand Column

A LOB can form GC by reversing the methods used to deploy into LOB. After the evolution is complete, the Brigade Leader moves to the front of the GC.

In some literature the word ploy might be used when a unit or line of battle goes from line to column (i.e. the opposite of deploy).

Processional Deployment (aka Simultaneous Quarter-Wheel) This is a Simple evolution.

This maneuver is the reverse of forming Line of Battle using the Processional Deployment. Each unit faces, left, or right, in its current hex to form GC.

To use the Simultaneous Quarter Wheel variant each unit in the Line of Battle must be in Line formation. Each unit Quarter Wheels left, or right, into Column at Full Distance.

Tiroirs This is a Difficult evolution.

Each unit faces backward, or about faces, and marches to a point where it is perpendicular to its position in the GC. Alternatively, units may March by the Flank (18.1.4), to reach their position. Each unit then faces left, or right, and marches to its position in the GC, where it then faces front.

A LOB forming GC a Tiroirs, can form on any unit of the LOB. See the last paragraph of this section (17.3.7).

Direct Route This is a Complex evolution.

Each unit in the Line of Battle changes facing as necessary, marches directly to its place in the Grand Column, and faces front.

A LOB forming GC by the Direct Route, can form on any unit of the LOB. See the last paragraph of this section (17.3.7).

Form Closed Grand Column This is an Ordinary evolution.

Each unit in the Line of Battle Marches by the Flank (18.1.4) to its place in the Grand Column.

A LOB forming Closed GC, can form on any unit of the LOB. See the last paragraph of this section (17.3.7).

Forming Grand Column on any Unit To form GC on any unit of the LOB, the Brigade Leader moves to that unit to make it the DU.

The DU remains in place, while the other units move to their position in the GC per the method of deployment chosen. This may require units to move in opposite directions to reach their position.

17.3.8 LOB Change of Front

A Change of Front for a LOB could be a complex maneuver which might be dangerous if performed too near the enemy.

When the Directing Unit changes facing, other units in the GTF must change facing to match triggering a Change of Front Evolution.

To make a Change of Front, the Brigade Leader moves to the unit upon which the pivot will be made.

Marching Out This is a Simple evolution.

A LOB may make a Change of Front by marching straight forward to its new alignment.

The DU must be a unit on the flank of the LOB. The DU moves forward, at least one hex, and changes facing one hexside, or vertex. Each remaining unit of the LOB marches forward, to form the LOB en echelon, (i.e. staggered) and then changes to its new facing.

Each Change of Front by Marching Out turns the LOB a maximum of one hex side, or vertex.

Figure 40: Change of Front by Marching Out (diagram, not reproduced).

Wheeling Wheeling forward is an Ordinary evolution. Wheeling backward is a Difficult evolution.

A LOB may make a Change of Front by Wheeling upon one end of the line.

The DU must be a unit on the flank of the LOB. The DU remains in place and changes facing. The remaining units change facing and march forward, or backward.

The LOB may turn through any number of hex sides, or vertices, in a single evolution.

Figure 41: Change of Front by Wheeling; Figure 42: Change of Front to the Rear by Pivoting in Place (diagrams, not reproduced).

Pivot in Place This is a Complex evolution. An example is shown in Figure 42.

A LOB may Change Front on a unit between the end units of the LOB by moving the Brigade Leader to the pivot unit, making that unit the DU, and changing its facing.

After the DU changes facing, the remaining units in the LOB move to their position in the LOB according to the new facing. This may require some units to march forward, and some backward.

The LOB may turn through any number of hex sides, or vertices, in a single evolution.

17.3.9 GC Change of Front

There are two ways for a GC to make a Change of Front.

Follow the Leader This is an Easy evolution.

Each unit in the Grand Column follows the Directing (lead) Unit and pivots (changes facing) in the same hex as the lead unit.

Prompt Maneuver This is an Ordinary evolution.

The DU changes facing. Each remaining unit marches to a hex in the rear facing of the DU and changes facing to match the DU facing. Each unit maintains its position in the GC. The GC must form a straight line upon completion of the evolution.

The GC may turn through any number of hex sides, or vertices, in a single evolution.

17.4 Order of Battle

OPTIONAL RULE This rule may slow play, as such it is optional.

Figure 43: GC Change of Front Using the Prompt Maneuver (diagram, not reproduced).

DESIGNER'S NOTE In the horse and musket period, Order of Battle literally meant the order in which units should form the line of battle. The Order of Battle as laid out below was practiced from companies within a battalion to divisions within a corps and to armies within a multinational force. The position on the right was considered the post of honor. For game purposes, only the ordering of units within the brigade is of concern. For playability, the ordering used here is less complex than the historical method, because it is quite easy to get confused. The historical method has the most senior unit on the right, second most senior on the left, third most senior on the left of the most senior unit, fourth most senior on the right of the second most senior and so on.

Normal Order The Normal Order of a Line of Battle was to have the senior unit in the Brigade on the right of the LOB. The second most senior unit is on the left of the senior unit. The third most senior unit is on the left of the second most senior unit and so on.

Inverted Order Inverted Order is when the units were reversed. The most senior unit was on the left of the LOB. The second most senior on its right and so on.

Out of Order A GTF that is not in Normal nor in Inverted Order is Out of Order.

Seniority Seniority is determined by regimental number and type of unit. Quite simply lower numbered regiments are more senior than higher numbed ones.

The Command Displays show the units of a Brigade in order of seniority with the most senior first and least senior last. Use them as a guide.

Artillery units and company size infantry units, do not need to be placed according to seniority. They can be placed anywhere in the GTF.

Mixed brigades of infantry and cavalry, track seniority separately by unit type. The cavalry units track seniority amongst themselves. Likewise, only infantry units are considered when determining seniority for infantry.

Figure 44: Normal and Inverted Order (diagram, not reproduced).

EXAMPLE In Figure 44 2/24 is the senior unit, because it has the lowest regimental number (24). 1/79 is the least senior unit, because it has the highest regimental number (79).

17.4.1 Effects on Grand Column

A Grand Column with the most senior unit in front is said to be Leading by the Right, or with its Right in Front. Mark the Grand Column with a Right in Front Marker. A Grand Column with the least senior unit in front is said to be Leading by the Left, or with its Left in Front. Mark the Grand Column with a Left in Front Marker.

A Grand Column, that is Right in Front, that deploys to its left, will form LOB in Normal Order with the senior unit on the right. If it deploys to its right it will be in Inverted Order, with the senior unit on the left. Place an Inverted Marker on the GTF Leader.

A Grand Column that is Left in Front, that deploys to its right will form LOB in Normal Order with the senior unit on the right. If it deploys to its left it will be in Inverted Order, with the senior unit on the left.

17.4.2 Stacking

For purposes of deploying to and from Line of Battle, units stacked on top of of other units in the same hex are considered to be in front of those below them in the stack.

17.4.3 Sub-Unit Inversion

DESIGNER'S NOTE While it usually was acceptable practice to have the units of a Brigade in Inverted Order it was extremely undesirable to have the companies, or sub-units, within a battalion or squadron inverted when formed in Line. The men were not trained to maneuver when inverted and a unit could fall into disorder rather rapidly. However, when in Column it was common place to invert the order of the companies so that they could form Line in normal order to the appropriate flank.

The following situations will leave the units of a GTF with Inverted Sub-Units. Mark each unit with an Inverted Marker. A unit may remove the Sub-Units Inverted Marker by expending 3 MP to re-order their sub-units.

Units become inverted when they Quarter-Wheel in the wrong direction. There are other cases, but take more effort to track so are not considered here.

  • Units in GC at Full Distance with Right in Front that Quarter-Wheel into LOB to their right will have their Sub-Units Inverted.

  • Units in GC at Full Distance with Left in Front that Quarter-Wheel into LOB to their left will have their Sub-Units Inverted.

  • Units in LOB in Normal Order that Quarter-Wheel to the left into GC at Full Distance, thus with Left in Front, have their Sub-Units Inverted.

  • Units in LOB in Inverted Order that Quarter-Wheel to the right into GC at Full Distance, thus with Right in Front, have their Sub-Units Inverted.

  • Units in Line formation that about face.

Reactions Units with Sub-Units Inverted are not allowed to perform any Reactions except Reaction Fire.

17.5 Detached Regiments

One, or more, counters of the same regiment may be detached from its parent Brigade to act independently. All of the units of the Detached Regiment must be from the same Brigade. Assets may not be attached to the Detached Regiment.

Detached Regiments are created during the Command Attachment Phase. To create a Detached Regiment an ADC Leader must be stacked with a unit to be detached.

The number of Detached Regiments allowed is limited by the number of ADC Leader counters available in the scenario.

In all ways the Detached Regiment behaves like a Brigade.

A Detached Regiment may rejoin its parent Brigade by moving to place itself In Command of the Brigade Leader.

If the Leader of the Detached Regiment becomes a casualty, or is captured, the Detached Regiment is dissolved. Its units will be Out of Command, until they rejoin their Brigade Leader.

18 Formations

18.1 Facing

In the Brigade Game changing facing costs MP for some types of formations.

18.1.1 Columns

Units in the following formations expend 1 MP to change facing:

  • Close Column
  • Column of Attack
  • Division Mass

They may change facing any number of hexsides at a cost of 1 MP.

18.1.2 Line

Units in Line expend 1 MP for each hex vertex of facing change.

To about face by wheeling in this manner, a unit in Line would expend 3 MP. This represents the need to countermarch to preserve sub-unit ordering.

About Face Units in Line may about face at a cost of 0 MP, but are marked with a Sub-Units Inverted Marker. A unit must about face again, or expend 3 MP, to remove the Sub-Units Inverted Marker.

18.1.3 Back Up Movement

Infantry units in Line formation can back up into a hex through its rear facing. The MP cost to enter the hex is double the usual cost of the hex as shown on the TEC. Back Up Movement requires a Disorder Check at the completion of the move.

18.1.4 March by the Flank

Infantry units in Line, or Column, formation may move through their Flank hexsides, without changing facing. It costs an additional 1 MP, in their last hex of movement for that Phase.

18.2 Column

Columns are defined by their width and depth. The depth of the column is defined by the distance between its sub-units as a measure of the length of its sub-units in line. The sub-units are always formed in line. The distances typically used were Close, Quarter, Half or Full distance. For example, a column of half-companies at quarter distance would be a column with its sub-units organized as half-companies. Its width would be a half company. The distance between each half company of the column would be a quarter the distance of the length of a half-company in line.

Columns in the Battalion Game would be considered Columns at half or quarter distance in the Brigade Game. The main reasons for using columns at half or quarter distance, were because the distance between sub-units did not have to be precisely maintained, they could use a moving pivot when wheeling and they could begin to deploy without halting.

18.2.1 Close Column

The main advantage of Close Columns is their ease of maintaining formation, and quickness in deploying into Line and forming Closed Square. Their tight formation made a dense target for artillery and made changing direction more difficult. Close Columns had to halt to deploy into line and could not do so on the march.

All rules that apply to units in Column apply to units in Close Column except for the MP cost to change facing.

18.2.2 Column of Attack

Columns of Attack are a form of Close Column and are also referred to as Attack Columns. Their primary purpose is for attacking Fortified Posts.

Only infantry units are allowed to form Column of Attack. All rules that apply to units in Column apply to units in Attack Column except as noted below.

Formation Units must be in Line formation to change formation into Column of Attack formation.

They may not change formation to any formation other than Line, or Closed Square, without first deploying into Line and then into the desired formation.

18.2.3 Column at Full Distance

Column at Full Distance is also referred to as Open Column for short. A Column at Full Distance is a Column that has its elements separated by the frontage of that element. Thus, the depth of a Column at Full Distance is exactly equal to the frontage it will occupy when in Line. Forming in this manner allows the elements of the column to Quarter-Wheel into Line formation. Depth alignment was critical to ensure there was enough room, but not too much, for the sub-units to quarter wheel.

All rules that apply to units in Column apply to units in Open Column except as noted below.

Stacking A stack of one unit may always form Open Column. A stack of more than one unit may have no more than 7 SP to form Open Column formation.

Formation To change from Column to Open Column or from Open Column to Column is a formation change.

Units in Open Column may Quarter-Wheel into Line at a reduced formation change cost of 1 MP. Units in Line may Quarter-Wheel into Open Column at cost of 1 MP.

Reactions Units in Open Column may attempt a Reaction Formation Change into Line by Quarter- Wheel.

18.2.4 Division Mass

Division Mass was a formation unique to the Austrian Army after the 1806-7 reforms. An Austrian battalion was organized as three divisions, each of two companies. To form Division Mass the battalion would first deploy into Line. Then each of the three divisions would form into a small attack column. It seems the Austrians mainly used this as the third line of a brigade.

Typically, only Austrian infantry units after 1806 formed Division Mass. But if players want to experiment using it with other nations, feel free.

Formation Units must be in Line formation to change formation into Division Mass formation.

They may not change formation to any formation other than Line, or Closed Square, without first deploying into Line and then into the desired formation.

Fire Combat Units in Division Mass always use the Fire Strength 2 column on the Fire Chart as their base. Apply FSM from there.

18.3 Quarter-Wheel

Units in Open Column, or in Line formation, meeting the stacking requirements to form Open Column, can execute a Quarter-Wheel formation Change.

Units in Open Column may Quarter-Wheel into Line formation. Units in Line may Quarter-Wheel into Open Column formation.

Units in Line Quarter-Wheel by rotating their facing two hexsides to the left or right.

Units in Open Column Quarter-Wheel by rotating their facing two hex vertices to the left or right.

Figure 45: Quarter-Wheel into Line (diagram, not reproduced).

18.4 Closed Square

A Closed Square is a motionless Close Column, Attack Column or Division Mass prepared to repel cavalry where the rear ranks have about faced, the files on the edges have faced outwards and the file closers have filled in the gaps between sub-units. A Square as formed in the Battalion Game is a hollow, or open, Square.

Only infantry units in Close Column, Attack Column or Division Mass may form Closed Square.

Except as noted below, the rules applying to Hollow Squares apply to Closed Squares.

Movement Units in Closed Square may not move. They must first change back to their previous formation.

Formation Changes Units allowed to enter Closed Square may do so at no cost in MP. Units in Closed Square may change back into their previous formation at no cost in MP. In both cases a Disorder Check is not required.

When forming Closed Square retain the type of Column Marker beneath the Closed Square Marker as a reminder of what type of Column the units were in. Also, do not change the orientation of the stack in order to remember it’s facing when the Closed Square marker is removed.

18.5 Line

18.5.1 Passage of Lines

Units in Line formation that move through a stack containing units in a Close Order Formation must take a Disorder Check. Units in Line formation that have units in a Close Order Formation move through their hex must take a Disorder Check.

Also, see Pass Through (9.1.2).

18.5.2 Rank and File

OPTIONAL RULE This rule is optional.

Most nations during the period formed in three ranks. However, the British habitually formed in two ranks. Other nations occasionally formed in two ranks under special circumstances.

Two Ranks The Fire Limit of units in a two rank line is 5 SP.

Three Ranks The Fire Limit of units in a three rank line is 7 SP.

Open Column Stacks, with units in two ranks, may have no more than 5 SP to form Open Column.

As before, stacks, with units in three ranks, may have no more than 7 SP to form Open Column.

Mixed Stacks A stack consisting of some units in two and some in three ranks, use the Fire Limit and Open Column limits for two ranks.

18.5.3 Refused Flanks

Units in Line sometimes placed a flank company or division en potence, or in other words, it is perpendicular to its front, in order to protect its flank. Such a unit is said to Refuse its flank.

Restrictions

  • Only infantry in Line may Refuse a flank.

  • Prussian units in scenarios that take place prior to 1808 may Refuse both flanks.

  • Units may not Refuse a flank if friendly units occupy the hex to that flank.

  • Units may not Refuse a flank if it has deployed Skirmishers.

  • Units stacked with artillery may not Refuse a flank.

Facing Units with one Refused Flank Marker have three front, two flank and one rear hexside. Units with Refused Markers for both flanks have four front and two flank hexsides.

Movement A unit must expend 1 MP to place, or remove, a Refused Flank Marker.

Units with a Refused Flank Marker may not voluntarily move. They must first remove the Refused Flank Marker.

Units with a Refused Flank Marker that are forced to Retreat automatically remove the Refused Flank Marker at the start of their Retreat. This does not cost any MP.

Figure 46: Refused Flank Facing (diagram, not reproduced).

Fire Combat A stack with a Refused Flank may make more than one Fire Attack in the Fire Segment. It may fire through its Refused Flank hexside(s) with a FS of 1. It may fire through its normal front hexsides with its normal FS applying a —1 FSM for each Refused Flank hexside deployed.

Close Combat Units with a Refused Flank Marker may not initiate an Assault. Units that Charge or Assault through a targets’s Refused Flank use the Refused Flank CVM, and not the Flank CVM.

Reactions Units, that have a Refused Flank Marker, may attempt a Reaction Formation Change only to remove one, or both, Refused Flank Markers. In the case, of two Refused Flank Markers, remove both in a single Reaction Formation Change attempt.

18.6 Prone

Prone is when the men in a unit lie down upon the ground to avoid artillery fire or for concealment.

Only infantry units may go Prone.

Figure 47: Refused Flank Fire Strengths for a Unit with a Base FS=5 in Line (diagram, not reproduced).

18.6.1 Going Prone

During the Movement, or Reserve Movement, Phases, eligible units that are not adjacent to an enemy unit may go Prone. Going Prone does not cost MP. Mark Prone units with a Prone Marker.

18.6.2 Standing Up

During the Movement, or Reserve Movement, Phases Prone units may Stand Up.

Prone units automatically Stand Up when an enemy unit moves adjacent. Prone units automatically Stand Up when they attempt a Reaction regardless of the success or failure of their attempt. Standing Up does not cost MP. Remove the Prone Marker.

18.6.3 Restrictions

Prone Units:

  1. must be in line or column

  2. may not move, change facing, nor change formation

  3. may not initiate an Assault

  4. do not block Line of Sight

18.6.4 Fire Attacks

Prone units, that have a Skirmishers Marker, may conduct Fire Attacks with their skirmishers. Prone units, that do not have skirmishers deployed, cannot conduct Fire Attacks.

18.7 Cavalry Skirmishers

Cavalry units that have a Skirmishers SP Exponent may deploy that number of SP as Skirmishers en Tirailleur (SeT).

Cavalry skirmishers behave the same as infantry skirmishers with the following exceptions:

  • Cavalry with a Skirmishers Marker are not allowed to conduct any type of Charge.

  • Cavalry with a Skirmishers Marker that is the target of an Assault, or Charge, may Retreat Before Combat, if the parent unit is otherwise eligible to do so.

19 Artillery

19.1 Artillery Rounds

The Brigade Game features more types of artillery rounds including: Canister, Round Shot and Howitzer Shells each with their own Fire Strength values as shown on the counter. Not all batteries will have FS values for each type of round. Shrapnel shells are also included, but they use the FS of Round Shot.

Fire Attacks A unit may use only one type of Ammunition at a time when making a Fire Attack. When range bands overlap the owning player may choose the type of round that is fired. For the Fire Attack use the FS for the type of round fired.

Range Bands Round Shot has three Range Bands: Point Blank, Effective and Long Range Bands. Shell has Effective and Long Range Bands. The end of the Long Range Band is the maximum range for Round Shot or Shell.

Rolling Shot can bound up to two hexes past the end of the unit’s Long Range Band.

Canister has two Range Bands: Point Blank and Effective. The end of the Effective Range Band is the maximum range for canister.

Refer to the Brigade Game Artillery Chart.

Ammunition Ammunition consumption is tracked separately for Round Shot, Shell, Canister and Shrapnel. For each type of shot used in a Fire Attack mark off one box on the Ammunition Sheet.

In the Brigade Game artillery resupplies ammunition using the Trains and Caissons rules.

Shrapnel Shells British artillery units may fire Shrapnel Shells, instead of Round Shot. The Ammunition Sheet shows which batteries may fire Shrapnel Shells.

To fire Shrapnel, the player states they are being used, and uses the unit’s Round Shot FS. Resulting Morale Checks apply the Shrapnel Shell Attack DRM.

19.2 Trains

Trains represent the logistical tails that accompanied each Corps or Army of the period — the great mass of wagons, horses and other draught animals which transported the rations, engineering supplies, forges, pontoons, and of most interest to us here — the artillery ammunition reserves.

Artillery caissons move to the train to resupply, and thence, back to the artillery unit.

Figure 48: Trains and Caissons - Train, Caisson (images not reproduced).

Train Units Trains are not Assets and may not be attached to subordinate leaders.

Stacking Only one Train counter is allowed to stack in a hex. Only Caissons and Leaders are allowed to stack with a Train unit.

Movement Trains are always in Road Column. Trains, that move on Roads or Trails, pay terrain MP costs as for Limbered Artillery in Road Column. Trains expend all of their MP to enter an Open terrain hex. They are not allowed to enter any other type of terrain, unless on a Road, or a Trail.

Trains may voluntarily leave the map and are not considered eliminated for victory purposes.

Combat Trains are eliminated when enemy Combat Units move adjacent to it.

Plunder Enemy units in the Normal Morale State, that eliminate a Train unit, enter Disorder, and halt their movement for that Phase, as the men break ranks to search for loot.

19.3. Caissons

Caissons are the means by which artillery units are resupplied with ammunition. This rule replaces the Battalion Game artillery ammunition resupply rule.

This rule is optional. Players may choose to use this rule or the Battalion Game Artillery Ammunition Resupply rule (7.9.3).

Stacking Caissons may not stack with cavalry units.

Movement Caissons move and pay terrain MP costs as for Limbered Artillery. Caissons, that are on a Road, or Trail, are automatically in Road Column.

Combat Caissons that are forced to retreat are eliminated. Caisson units that are assaulted, or charged, are eliminated, when not stacked with friendly infantry or artillery units.

19.3.1 Ammunition Resupply

An artillery unit, that is out of Round Shot, or Shell ammunition, may create a Caisson to go and collect a resupply of ammunition. An artillery unit, that is out of Canister, must also be out of either Round Shot, or Shell ammunition, in order to create a Caisson.

Shrapnel Shells cannot be resupplied.

Caisson Creation During a friendly Movement Phase, in which an artillery unit is out of ammunition as indicated above, a Caisson unit may be created in the same hex as the Artillery unit, with its “Empty” side up. Just take an unused Caisson counter belonging to that side and place it on the Artillery unit. On the Ammunition Sheet note the ID of the Caisson next to the Artillery unit for which it was created. The Caisson may immediately move towards its organization’s Train.

Each Artillery unit may have only one Caisson on the map at a time.

Resupplying Ammunition During a friendly Artillery Resupply Phase, in which a Caisson is also stacked with a Train unit that belongs to its organization, flip the Caisson to its “Full” side. In the next friendly Movement Phase it can move back towards its artillery unit.

When the Caisson is again stacked with its artillery unit, Round Shot, Shell and Canister ammunition types are immediately resupplied. Erase the marks indicating used ammunition, or draw additional boxes, on the Ammunition Sheet. Remove the Caisson counter from the map.

An artillery unit cannot be supplied with more ammunition than it had at the start of the scenario. For example, if a unit had 8 Round Shot ammunition boxes then the most it could ever have is 8 Round Shot.

19.4 Breakdown

Artillery moving through difficult terrain or moving rapidly may suffer Breakdown.

Artillery units, that fail an end of movement Disorder Check, lose one step in addition to worsening their Morale.

19.5 Bombardment

Bombardment allows several batteries to group together to create a Bombardment Zone (BZ) where the concentration of artillery fire is particularly heavy. Bombardment in later period terminology might be considered area fire.

19.5.1 Creating a Bombardment Zone

A BZ can be created during any friendly Movement Phase when the following conditions are met:

  1. At least 10 artillery SP are deployed in a contiguous string of hexes.

  2. A Leader with a FSM of +1 or greater is stacked with one of the batteries.

When establishing a Bombardment Zone mark its extents by placing Bombardment Markers at the corners of the BZ as a reminder.

If any of the above conditions are not met, the Bombardment Zone is automatically dissolved at the end of the turn.

The owning player may voluntarily dissolve the BZ, during a friendly Movement Phase, by removing the BZ Markers.

Restrictions Participating units:

  • must have the same facing

  • must have Round Shot ammunition remaining

  • do not conduct Fire Attacks in the Fire Segment or Non-Phasing Artillery Segment

  • are allowed to conduct Howitzer Attacks during the Fire and Non-Phasing Artillery Segments

  • are allowed to conduct Defensive Fire and Reaction Fire Attacks

19.5.2 Bombardment Zone Extents

Each participating stack has a separate Bombardment Zone. A stack’s BZ encompasses the stacks Effective and Long Range Bands for Round Shot. A stack’s BZ may overlap that of other units.

19.5.3 Bombardment Attacks

Bombardment Attacks occur when Combat Units, friendly, or enemy, enter, move within, exit, or remain stationary within, a BZ. Bombardment Attacks can occur in any phase in which voluntary movement occurs.

Retreat Movement does not trigger Bombardment Attacks.

The Bombardment Attack is resolved in the last hex, in which the units were located in the BZ, and can also be the legal target of a Fire Attack. Usually, this means the last hex in which there was an LOS to the target hex.

Stationary units, that are in a BZ, resolve any Bombardment Attacks against them at the end of their friendly Movement Phase, or friendly Reserve Movement Phase, if they have Reserve Orders.

Bombardment Attacks are made with a stack’s Round Shot FS. The Round Shot FS of each artillery unit in the stack is added together up to the Fire Limits for artillery. The total is halved and rounded up to the next whole number. Apply the FSM of the terrain, facing and formation of the unit in the target hex where the Bombardment Attack was made.

Combat Units within a BZ do not block LOS, for the purposes of Bombardment Attacks.

Figure 49: Bombardment Zone Example (diagram, not reproduced).

EXAMPLE In Figure 49, the Bombardment Zones are shaded gray with the overlapping area of the zones a darker shade. Each French artillery unit in the left hex has a Round Shot FS of 5. The other hex has two batteries with a Round Shot FS of 6. The 20th Light Dragoons moves through the BZ of both French artillery stacks, thus, undergoing two Bombardment Attacks. The first one will take place when it exits the BZ of the right hand artillery stack of two units and the second takes place when it exits the BZ of the left hand artillery stack also of two units. The Fire Strength of the first attack will be 6 (12 halved and rounded up) +3 for the leader. The second attack have an FS of 5 +3 for the leader. The Scottish 1/71 infantry unit spends its entire turn in the BZ of the left hand stack of artillery adding the Stationary in BZ FSM for a total FS of 10 (10/2 + 2 + 3). The 2/95 Rifles remains in place for the turn, but is not subjected to a Bombardment Attack, because the LOS to it is blocked by the terrain.

BZ Ammo Expenditure Artillery units expend three Round Shot during the BZ Ammo Expenditure Phase of each turn, in which they formed part of a BZ. If a battery has fewer than three Round Shot remaining, mark off its remaining boxes.

19.6 Duck and Drake

Duck and Drake, or Rolling Shot, was when a cannon fired round shot at a low angle to cause the ball to bound and roll along the ground dispensing gore and mayhem along its path. Its earliest use may have been to roll shot along the parapet of a fortress to clear it of guns and men.

To make a Rolling Shot Fire Attack, artillery targets a hex for a Fire Attack using its Round Shot Fire Strength (FS). This hex is the Initial Strike Hex (ISH). It is where the shot first strikes the ground. Hexes containing units, including friendly units, in and behind the ISH, and along the Line of Fire, are the targets of a Rolling Shot Fire Attack. A separate Fire Attack is made against each hex meeting the above criteria.

19.6.1 Line of Fire (LOF)

The Line of Fire is a straight line, from the center of the hex of the firing artillery, through the center of the ISH, and extending to the end of the artillery’s Long Range band for Round Shot, plus two hexes. The LOF extends into LDT, MDT and HDT hexes, but not beyond them.

Hex Spines When the LOF is coincident with a hex spine roll one die to determine which of the two hexes sharing the hex spine is the target of the Rolling Shot Fire Attack.

Uphill Elevation Changes A hex, or hexside, which is located beyond the ISH, and contains any of the following features terminates the LOF:

  • more than one uphill contour

  • a Military Crest hexside

  • a Ridge hexside

  • a Bank, Scarp or Cliff hexside

In the case of more than one uphill contour, the LOF terminates in that hex.

In the case of a hexside terrain feature, the LOF terminates at the hexside feature and does not extend beyond that hexside.

Downhill Elevation Changes A downhill elevation change, occurring after the ISH, creates a defilade area, that is not subject to Rolling Shot Fire Attacks. The shot passes harmlessly over their heads. Any hex to which LOS is blocked by an obstruction is in the defilade area.

To determine the defilade area use the LOS slope calculation rule (11.3.2). The number of defilade hexes is determined as the point where the slope between the higher end point and the obstruction is equal to the slope between the lower end point and the obstruction. Hexes whose lower slope is less than the higher slope are defilade hexes.

19.6.2 Ammunition

Only the Fire Attack against the ISH causes the firing artillery to consume ammunition.

19.6.3 Modifiers

Rolling Shot Fire Attacks apply a -1 FSM for every 2 hexes past the ISH, rounded up.

A Rolling Shot Fire Attack against a hex one or two hexes past the ISH would apply a-1 FSM. A hex three or four hexes past the ISH would apply a -2 FSM.

19.6.4 Range

Units that make a Rolling Shot Fire Attack extend their Long Range band by 2 hexes.

As a point of clarification, an empty hex may be targeted and a Rolling Shot Fire Attack may be made against a target that is up to 2 hexes beyond the end of the artillery unit’s Long Range band.

19.7 Howitzers

Artillery units, that have a Shell Fire Strength value, may make Howitzer Attacks. Artillery units, that have a Shell FS and a Round Shot FS, may make both a direct Fire Attack using its Round Shot FS, and a separate Howitzer Attack using its Shell FS. The target hexes of each Fire Attack can be different.

Units that make a Fire Attack using Canister may not make a Howitzer Attack during the same phase.

19.7.1 Howitzer Attacks

To make a Howitzer Attack select a target hex within the firing unit’s cone of fire and within the Range Bands of the howitzers in the battery.

A clear LOS to the target hex is not required for a Howitzer Attack, but will reduce the probability of hitting the target.

19.7.2 Conducting a Howitzer Attack

Roll two dice to determine if the target hex was hit. Apply any applicable DRM from the Howitzer Attacks Hit Chart. If the target hex was hit then resolve the Howitzer Attack against that hex.

If the target hex was not hit place the Howitzer Scatter Marker on the target hex orienting the arrow towards a hexside, or hex vertex, that most closely faces away from the artillery making the attack. Roll two dice again for scatter without applying any modifiers. Consult the Howitzer Scatter Diagram and locate the final target hex.

The Howitzer Attack is made against the final target hex, even if it is occupied by friendly units, and even if it is out of the cone of fire, or beyond the firing artillery’s Long Range Band.

The Howitzer Attack is performed like a regular Fire Attack with all applicable modifiers except the following:

  • Hexside Obstacle (HO) FSM

  • Long Range FSM Howitzers are not allowed to conduct Rolling Shot Fire Attacks.

19.7.3 Fires

Howitzer Attacks against BUA hexes will start a fire, if the Howitzer Attack roll is between 95-99. The fire starts even if the hex has no units in it. Mark the hex with a Fire Marker.

20 Charge

20.1 Wave Charge

A Wave Charge is a variation of the Charge as outlined in the Battalion Game. Wave Charges allow multiple units to Charge a single target hex in the same Charge Phase. Each counter that Charges is called a Wave.

Up to four cavalry counters belonging, or attached to the same Brigade may participate in a Wave Charge. To do so the player must state out loud how many counters are participating in the Wave Charge before Charge Movement begins.

All rules that apply to a regular Charge apply to Wave Charges including those noted below.

Restrictions

  1. Participating units must be in the same hex, or in a string of contiguous hexes.

  2. Only one target hex can be designated for all waves.

  3. The target hex must be in the Charge Zone of all participating units.

20.1.1 Conducting a Wave Charge

Each counter in the Wave Charge conducts its Charge and resolves it to completion one after the other with the following modifications.

Each Wave is not required to follow the same path to the target hex.

As each Wave is resolved the results are applied to the Wave and the target as they occur.

Waves and Vacated Target Hex If the first Wave finds the target hex empty, it follows the regular Charge Procedure. Subsequent Waves must still Charge to a hex adjacent to the empty target hex, but then proceeds to the Regroup step of the Charge.

Waves and Defender Morale Check Only the first Wave triggers a Defender MC.

Waves and Defensive Fire Only the first Wave receives Defensive Fire.

Figure 50: Wave Charge (diagram, not reproduced).

EXAMPLE The French Dragoons decide to perform a wave charge. The 4/9 Dragoon unit in the top left of the diagram begins the wave charge. Each charging unit takes the same path shown by the arrows. The target is the 2nd KGL Line battalion which is in Line. Assume they do not form Square. The 2nd KGL now takes its Defender MC applying a -10 DRM for the Dragoons CVM (2x-5=-10). With a roll of 59 they pass their Defender MC. They now make a Defensive Fire attack with a FS of 6 (base of 3 and +2 for Well Directed Fire, +1 for shooting up cavalry). A roll of 85 is a 1M-15, with an additional -20 for Defensive Fire, result. The Dragoons lose a step, but pass the MC with a roll of 72. Cold Steel combat is now resolved. After the step loss the Dragoons have a CVM of 2. The Dragoons have a total CVM of 2+3 for charging three hexes while the KGL has 1. However, the dice saves them when the KGL rolls a 7, for a net 8, and the Dragoons roll a 0. The Dragoons become Shaken and retreat into an adjacent hex not in EZOC and out of the way.

The second wave with the 4/15 Dragoons now charges following the same path as the first wave. The 2nd KGL automatically stands, but does not deliver Defensive Fire because they have empty muskets. For Cold Steel combat the 2nd wave dragoons have a CVM of 5 and the KGL still have 1. The KGL are not so lucky this time with a roll of 2, net 3 with the Dragoons rolling a 7, net 12. The KGL battalion will become Shaken and lose one step from the Cold Steel Losses chart and is eliminated as it has only one step. The 2nd wave of Dragoons Advances After Combat and receives Reaction Fire from the Square. It may then Regroup. As it does, it receives Reaction Fire from the square again. The 1st wave cannot Regroup, because it had to retreat.

20.1.2 Reactions

Only the first Wave triggers Reaction Fire or Reaction Formation Changes. Each Wave may be Reaction Charged.

Reaction Charges As with regular charges, reacting cavalry may only attempt one Reaction Charge per Wave Charge. Each wave may be the target of a separate Reaction Charge by reacting units. A unit, that fails a Reaction Charge attempt against one Wave, cannot attempt to Reaction Charge another Wave of the same Charge.

EXAMPLE A Brigade has 3 counters and conducts a Wave Charge. There are 3 reacting cavalry units in their Charge Zone. When the first wave enters the Reaction Charge Zone of the first reacting cavalry unit, it attempts to Reaction Charge. Assume it succeeds. It now moves adjacent to the first wave and the countercharge is resolved. The second and third reacting units cannot react to the first wave, because the first succeeded. They can react to the second wave as it enters their Reaction Charge Zone. Assume the second unit fails its reaction charge attempt, but the third succeeds. The third reacting unit now moves adjacent to the second wave and its countercharge is resolved. As the third wave begins, the second reacting cavalry unit, that failed to react against the second wave, cannot attempt to react again, because it already tried against a previous wave.

21 Reactions

21.1 Reaction Formation Change

In the Brigade Game there are more options and fewer restrictions on what constitutes a Reaction Formation Change.

Any Combat Unit that passes its Disorder Check may perform one of the actions listed:

  1. change facing up to one hexside or vertex

  2. units in line may About-Face

  3. change into any formation permissible in the terrain they occupy, including quarter-wheel into Line or Open Column, and including limbering and unlimbering artillery

  4. infantry in Line may Refuse a Flank, or remove a Refused Flank marker

  5. deploy Skirmishers en tirailleur

  6. change stacking order

Cavalry, that changes formation or facing, has a different Reaction Charge Zone following the Reaction. They could attempt to Reaction Charge due to a new triggering event in the zone of their new facing.

21.2 Reaction Move

Cavalry, or limbered horse artillery, units may Reaction Move, when any of the moving player’s infantry, or artillery units voluntarily move adjacent, or changes formation while adjacent.

Units, that are Broken, or in Rout, are not allowed to make a Reaction Move.

21.2.1 When

The Reaction Move must be executed immediately after the triggering event.

21.2.2 Movement

A unit that makes a Reaction Move may move up to 3 hexes.

The triggering units must stop and may not voluntarily move any further this phase.

Units must end their move when they cannot adhere to the following restrictions:

  1. units may only change formation to join a friendly stack

  2. units are not allowed to enter hexes impassible to the unit type

  3. units are not allowed to violate stacking requirements

  4. units are not allowed to enter EZOC

A unit may move into EZOC if the hex is occupied by a friendly Combat Unit.

Morale Units in the Normal Morale State, that Reaction Move, enter Disorder at the end of their move.

Joining a Friendly Stack Units, that make a Reaction Move, are not allowed to change formation except to join a friendly stack. Units, that move into a friendly stack, must change facing and formation to match the stationary units. This formation change does not cost MP. Place them at the bottom of the stack. Stacks, that are in the Normal Morale State, then enters Disorder.

21.2.3 Reactions

Reaction Moves may trigger Reactions by units other than the stack, that triggered the Reaction Move.

22 Fatigue

Fatigue Levels goes from zero (no fatigue) to 3. Brigades may improve their Fatigue Level by entering Fatigue Recovery.

Brigades whose units perform any of the following actions check to see if their Fatigue Level increases:

  1. infantry, that conduct Fire Attacks, using their Line, Column or Square FS

  2. engage in Close Combat, as attacker or defender

  3. Force March

For each Brigade that engages in these activities during a turn, mark the Brigade leader with a Fatigue Check Marker.

22.1 Fatigue Check

During the Fatigue Check Phase, roll one die for each of the phasing player’s Brigades, that met the requirements listed above.

A roll of 0 increases the Brigade’s Fatigue Level by one. Place the appropriate Fatigue Level Marker on the Brigade Leader or on the Command Display if the leader is not presently on the map. Remove the Fatigue Check Marker.

Brigades with units that engaged in Close Combat apply a-1 DRM.

22.2 Effects of Fatigue

Cavalry units of Brigades, that have a Fatigue Level greater than 0, and are involved in a Charge, receive 3 Spent markers at the conclusion of the Charge.

Units of Brigades, that have a Fatigue Level greater than 0, apply detrimental FSM and Morale Check DRM as shown on the Fatigue Markers.

There are no further effects once Fatigue Level 3 is reached.

Though the Fatigue Marker is placed on the Brigade Leader, its effects do not apply to him, but only to the units under his command.

22.3 Fatigue Recovery

During the Fatigue Recovery Phase of the owning players turn, players declare which Brigades enter Fatigue Recovery. Place Fatigue Recovery Markers on the respective Brigade Leaders. For each subsequent friendly Fatigue Recovery Phase, that the Brigade remains in Fatigue Recovery, reduce the Brigade’s Fatigue Level by one.

Brigades that engage in actions that would require a Fatigue Check, or that are the targets of a Fire Attack, immediately, exit Fatigue Recovery. Remove the Fatigue Recovery Marker.

23 Limited Intelligence

OPTIONAL RULE This rule is optional.

In the days without high quality optics it was difficult to determine the exact nature of an enemy force that were some distance away. However, in dry weather it was possible to make some estimates about the size of a force from its dust plume.

This rule will require some trust between players and an ability to resolve things peacefully, even though this is war!

23.1 Obscured Units

The following situations result in units being obscured. The owning player may place an Obscured Marker on them.

  • Units that are at least 20 hexes from all enemy units

  • Units that are less than 20 hexes from enemy units, and a clear LOS does not exist between these units and any enemy units

23.1.1 Markers

Informational markers for obscured units, besides the Obscured Marker, should be placed on the Command Display instead of on the Combat Unit or leader to keep the information secret. Some information will be obvious such as a Brigade in LOB, but whether or not a GC is Left, or Right in Front cannot be ascertained until it begins to deploy.

23.1.2 Fire Combat

The results of Fire Attacks against obscured units are kept secret. However, Retreats must still be carried out on the map.

23.1.3 Movement of Obscured Units

Obscured units move normally while obscured. They take Disorder Checks as required at the end of their movement.

23.1.4 Revealing Obscured Units

The moment an obscured unit does not meet the requirements of being obscured the Obscured Marker is removed. Move all markers from the Command Display to the now revealed unit.

23.2 Dummy Brigades

A Brigade that has at least 50% of its units obscured is an Obscured Brigade. For every Obscured Brigade, a Dummy Brigade may be created. The Dummy Brigade consists of a number of obscured stacks equal to the number of obscured stacks in the real Brigade.

23.2.1 Dummy Stacks

A Dummy Stack consists of a number of obscured, or other, markers to make the stack appear to be a real stack of units.

Initially, each Dummy Stack should be placed with a real stack and move off during the next friendly Movement Phase. Players should move them as if they are real units, making dummy Disorder Checks, when appropriate, to keep up the illusion.

23.2.2 Revealing Dummy Stacks

A Dummy Stack is revealed in the same manner as a stack of real units that are obscured. Remove the Dummy Stack when revealed.

23.3 Observation Points

Observation Points are hexes with windmills or towers. Such hexes are marked on the map.

A Leader in an Observation Point hex, is assumed to be at the height of the Observation Point for determining LOS.

Designer's Notes

A few words about the game system. My primary intention was to create a game system that was both elegant and rich in period detail. It is hoped that this will result in a more satisfying playing experience while at the same time providing opportunities for players to learn about the tactics of the Napoleonic period.

A secondary goal was to make the system extensible so that players who want more detail can add to the system without breaking its core components. In Glory and Empire, as it says in the introduction, rather than distinct sets of rules there are the Battalion core rules and the Brigade rules which players can add as they like though I suspect that most who want to play the advanced rules will use them in their entirety.

Charts Part of making the game more satisfying is to speed up play. I have learned several important lessons from hosting many events at wargame conventions and play testing events. Too many charts leads to a lot of paper shuffling as players hunt for the right chart to resolve a fire attack or assault. Placing the charts on 11x17 cards can help reduce the shuffling. In Glory and Empire the main charts will usually be 4 pages or less so that they can fit on one 11x17 card. The exception might be the advanced artillery chart where large battles like Leipzig may make the chart too large to fit on the same page as the fire chart. Of course, the Command Displays will always be as large as they need to be to fit the participating armies. There are additional player aid cards that have helpful reminders.

Counter Design Repeatedly picking up counter stacks to change or count unit loss markers or to flip over the counters to check morale and combat values slows down play especially in high density games where moving a stack can easily upset several others. Careful counter design can alleviate these problems. In Glory and Empire all information unique to a unit counter is on one side of it. Using 5/8 inch counters allows more information on the counter without making the fonts too small to read, for most that is. In Glory and Empire units take losses in steps by flipping the counter or replacing it

rather than using strength point loss markers. This has the added benefit of allowing units to have non-linear combat degradation and to differentiate units with more staying power like the Old Guard from those with less like militia units.

Another aspect of counter design is dealing with large units. In this period units in line occupied a fixed distance based on the number of men in the unit and unit strength varied greatly from 200-300 to more than 1000 men in a battalion. These very large units can “spill” over to occupy more than one hex. Some games have handled this by having a unit occupy multiple hexes using extension markers. However, this leads to lots of extra complexity in the rules as the unit is reduced in strength or collapses into a single hex after breaking or routing. For example, what happens when a unit occupying more than one hex is assaulted or charged in more than one of its hexes. This could be handled in several ways in the rules, but will result in extra rules complexity. Other games have handled large units by having large counters that span two or more hexes with the front on the long side of the counter while in line and the front on the short side while in column. This is ahistorical and yet does not solve any of the rules complexity issues. It is ahistorical, because a unit in column does not always occupy the same length of ground it occupies when in line. Only a unit in open column occupies the same length of ground as when in line. Columns at half, quarter or close distance occupy much less space. In Glory and Empire large units have been handled by providing multiple counters for such units. This solves the rules issues by never requiring counters to occupy more than one hex at a time. I feel it also adds historical realism by allowing players to send large units on separate tasks something which happened frequently during the period. In addition where the particular battle warrants it units can be split up into smaller counters such as with British rifle companies.

Skirmishers This is one aspect where I feel that older systems have really missed the mark by using generic skirmisher units that can be spun out of parent units seemingly ad infinitum or by having an all or nothing approach where the unit is entirely in skirmish order or not. During this period there were basically two types of skirmishing formations in use on the battlefield. Glory and Empire explicitly introduces these two types of skirmishing formation.

Skirmishers en debandade, also known as skirmishers en grande bandes, was when the bulk of the unit, more than 50%, entered skirmish order. If well disciplined the unit might retain a portion in formed formation to act as a reserve. This was the typical use of skirmishers when occupying a position such as a wood or small fortified position and was in common use since the Seven Years War and continued to be used for such cases throughout the Napoleonic wars by all nations. During the French Revolutionary Wars, French units sometimes entered this formation even when in the open due to lack of training or discipline. This French practice also continued throughout the Napoleonic Wars, but as the wars went on with decreasing frequency and usually only in special circumstances like moving through a defile while under enemy fire. In Glory and Empire skirmishers en debandade is a specific type of formation.

Units in skirmishers en debandade formation are much less vulnerable to fire, but are more susceptible to being dispersed by formed units assaulting or charging and they are more difficult to command and control. Command and control of skirmishers is essentially exercised by bugle calls. The number of bugle calls and the ability to hear them in the din of battle is necessarily limited. Glory and Empire distinguishes between companies and entire battalions deployed as skirmishers en debandade. It was quite normal for companies to be deployed in this fashion and there being fewer men in a company it was easier to exert command and control. In the game system only limited units can deploy as skirmishers en debandade and battalions deployed as such must pass a morale check to be in command.

Skirmishers en tirailleurs is when the skirmishers are acting in concert with their parent battalion. When the battalion moves forward or back so do they. This is the primary mode of skirmishing on the battlefield. Many times we have read “the French columns advanced preceded by a cloud of skirmishers.” In this skirmish mode a limited number of troops would advance in front of the battalion 100-300 paces where they would form a skirmish line with men in pairs stationed 10-12 paces apart with a portion retained in reserve to their rear to reinforce the skirmish line or to serve as a rallying point in case of a reverse.

Each nation adopted its own organization for using skirmishers. The French and British took their skirmishers from a specific company within the battalion. Other nations often used the third rank of the battalion as skirmishers. After the debacle in 1806 Prussian commanders spent a great deal of time analyzing skirmisher tactics and their use on the battlefield. By 1813 we see them deploying their fusilier battalions at the front of their brigades where they would gradually increase the strength of their skirmish line until the French were close to breaking and only then the brigade began its assault. Many nations also formed specialist skirmisher units, often armed with rifles. The British had the famous 95th Rifles and Royal Americans armed exclusively with the equally famous Baker rifle. The Austrians and Prussians had their Jager battalions, also armed with rifles. Some nations mixed rifled and musket armed skirmishers.

In Glory and Empire skirmishers en tirailleurs is a marker on a formed battalion counter and is not its own formation type. The flexibility of changing the strength of the skirmish line is provided by skirmisher strength 1, 2 or 3 markers. However, skirmishers can be a double edged sword. Too many men deployed as skirmishers can make an easy target for cavalry, because of the time to recall the skirmishers and the parent battalions view may be obscured by smoke from skirmishing.

Morale Glory and Empire is primarily morale driven. I use morale as a general term to define a unit’s esprit de corps, training and unit cohesion. These can be separated into discrete elements, but at a lot of extra complexity for little gain. It all boils down to whether they fight or run. A unit’s morale is used for all types of tests in the system from disorder checks, reaction checks, to command checks. I try and keep it simple where complexity adds little enhanced realism.

The other important point about morale is that in Glory and Empire units that break will not hang around forever waiting to rally. If they fail to rally two turns in a row they are removed from the map. It is very rare during this period that truly routed units will come back to fight on the same day.

Movement All units of the same type, generally, have the same movement allowances and hence are set on a chart rather than on the unit. During this period units marched at prescribed rates of march whether or not they were elite or green conscripts. The entire reason cadenced marching was invented was to allow units to march at the same rate and maintain close order without stepping on each other’s heels. It’s more a matter of whether or not they arrived at their location in good order rather than when. Likewise, whether in column or line units marched at the same rate. Again it’s a matter of whether or not they ended up in good order when they reached their destination. In Glory and Empire the units of a brigade can march together at the same rate regardless of formation and then make Disorder Checks at the end of their move to determine their state. This is key to the advanced command rules. Good units will be more likely to arrive in good order. Units in column will be more likely to arrive in good order. The same philosophy applies to forced march. Player’s can have their units march faster at will, but at a higher risk of disordering. Old Guard units might possibly get away with force marching everywhere.

Fire Combat A few very basic points that don’t need much elaboration. Fire at greater than 150 yards was rarely accurate or effective, but happened frequently. Short range fire fights were of short duration of 10 minutes or less. The muskets simply could not fire very many shots before fouling or getting too hot and the men did not carry enough ammunition to fire three volleys a minute for very long. 60 rounds was a typical full ammo load.

The fire chart is mainly geared towards generating morale checks and not step losses as such. Most units have two steps, and generally, my philosophy is that once a unit is below 50% of its starting strength at the battle it will be combat ineffective. The system is more morale driven than loss driven.

As a last note the fire chart values were not randomly chosen, but were based on much study of fire trials of artillery and musketry. I typically use a spreadsheet to analyze the probabilities and then run some monte carlo simulations of various events.

Artillery The basic game keeps artillery simple which is as it should be for a faster playing game. The advanced game adds multiple types of ammo and emphasizes the difference between guns and howitzers.

Range bands for each type of gun and howitzer have been derived from ballistics calculations based on the technical data available for a particular gun tube. However, since all firing at this time was line of sight by peering along the top of the barrel of the gun the maximum range of guns allowed in the system is 1000m. 12 pounder guns could fire much further, but their chances of hitting anything is very small and generally regarded as a waste of ammunition. At 1000m a line of men appears quite small indeed. In other cases, the range band is artificially limited by the army’s doctrine. For example, the British were not to fire canister at more than 250 yards. Even at sieges when battering the walls of the fortress the ranges were desired to be 200-300 yards in order to deliver enough force to destroy the masonry. The point blank range band is defined as the point of first graze with the gun at 0 degrees elevation. The medium range band is defined as the point of first graze with the gun elevated to 1 degrees. Long range is defined as the point of first graze at 2 degrees elevation.

Generally, guns were not fired with the tube elevated more than 4 degrees. The carriages being made of wood and soft wrought iron could not take the pounding as the angle of elevation was increased and more of the force of recoil was directed downwards onto the carriage. Howitzers also were rarely fired above an angle of elevation of 12 degrees. Gun tables of the period rarely have data with a gun elevation greater than 4 degrees and howitzers rarely more than 12 degrees. True, high angle fire was reserved for mortars which were fired from flat pallets of wood placed directly on the ground.

The effectiveness of canister fire was derived from data from gun trials and from technical data on the canister rounds themselves in particular the size and quantity of shot which varied considerably from nation to nation. There were many sizes of canister, but could generally be placed in three classes: light, heavy and large. Light canister might have over 100 small bullets. Heavy canister from 25 to 50. Large canister was primarily used by naval guns and might have 5 to 15 very large bullets weighing half a pound or more. At present, Glory and Empire, does not distinguish the types of canister mainly because the number of heavy canister rounds available was generally limited and to a couple of volleys worth of firing. In addition, the general use of heavy canister was to fire at long range at cavalry preparing for a charge. The effectiveness of such fire was little different from firing round shot at the same range.

Howitzer accuracy was derived from Scharnhorst’s artillery tables where he lists the lateral and longitudinal error for a number of trials at various ranges. In Glory and Empire this is reflected in the fact that the chance of lateral error is smaller than longitudinal error. Howitzers, being large calibre weapons, generally had larger canister rounds. Hence, they were often used on the flanks of a battery for protection. In Glory and Empire, howitzers contribute substantially to the canister fire strength of the battery.

Low and out of ammo rates were calculated from the known quantities of ammunition carried by the caissons of batteries of the period. Round shot was assumed to have a typical rate of fire of 1 round per minute with smaller guns firing faster at 2 rounds per minute, but generally, carrying more rounds of ammunition. Canister was assumed to have a high rate of fire, because it is typically being used under emergency conditions. So given the number of rounds carried and an assumed rate of fire we can calculate the probability of running out of ammo after N shots where N has emptied the batteries caissons and that is the resulting probability number on the charts. And we assume they held back a round or two for emergencies and that is the Out of Ammo probability after going low ammo.

A great deal of effort has been expended to get the technical details right for the different artillery systems in use.

Assault I have spent a great deal of time analyzing assaults during this period so I have come round to my opinions over the course of a long period of study. Blazing away at close range in long lines without assaulting simply led to bloody losses on both sides with little advantage to either side. Blazing away at long range mostly wasted ammunition. I believe that the officers of the period understood this, and it was rare for a commander to order an advance without the intent to assault and take the ground occupied by the enemy. A notable exception is near Vierzehnheiligen at Jena, where Hohenloe ordered his battalions to advance against the French skirmishers, but then changed his mind and ordered a halt to wait for Ruchel before continuing his advance. The result was the French skirmishers slowly shot his long line of battalions in close order to pieces which I think is the expected outcome of such an event when there is a disparity in dispersion, and aimed versus unaimed fire, of the opposing forces. Thus, Glory and Empire requires infantry without an assault marker to make a morale check before entering enemy ZOC and to assault they must have an attack order, but more about command and control later.

Assaults are all about morale, but which side gains morale superiority over the other is heavily influenced by the effective application of firepower. Not so much the bayonet. Bayonets are only a factor when a side having fired its muskets finds itself faced with opponents advancing resolutely with bayonets lowered and decides it is time to run. Hence, bayonets were rarely crossed except in built up areas where a soldier could find himself suddenly face to face with the enemy after having just fired his musket and no time to run. In Glory and Empire, bayonet versus bayonet is only a factor when in built up areas. This is resolved with Cold Steel Combat.

Obviously unit morale plays a large part in who will win the assault. So most assaults start off with morale checks all around with the attacker going first, because as Clausewitz noted defense is the stronger form of combat. There are several points in the process of an assault where morale plays a role. First the attackers must determine to start moving forward. If they are green or have taken heavy casualties the officers may not be able to get them moving at all. The closer they are to the enemy the more likely their fear will overwhelm them. The defenders seeing that the enemy is advancing must then determine to stand. Again unit quality, casualties and the chaos of battle plays a role. The second test of morale occurs as the attackers advance and both the attackers and defenders must hold their fire until close enough for it to be effective. The longer each side holds its fire the more devastating the volley will likely be when it finally comes. In Glory and Empire these two morale tests are wrapped into one such that passing the morale check allows the unit to retain its current morale state and yields a bonus to the unit’s fire strength. Failing could lead to retreat and will reduce the unit’s fire strength.

The next step of the assault is to conduct the close range fire of an assault whose effect is heavily influenced by the outcome of the morale checks. Any resulting morale checks from fire attacks occurring during an assault are modified by a severe morale penalty to reflect the fact that such fire is likely to occur at much closer ranges, often under 50 yards. Furthermore, any units that fail a morale check due to offensive or defensive fire drop two morale states leading them to break or even rout. So, in simple terms, a unit’s morale influences its ability to deliver effective fire to overcome the enemy’s morale.

Charge Charge is the most difficult type of combat to implement in a board game. There are so many possible permutations of what might happen during a charge. A unit can try to form square, change facing or run away. Other nearby units not directly involved in the charge can perform reaction fire or form square or artillery can unlimber or limber up. Units that retreat can trigger reactions and retreat through their own side’s units which may be formed or not. Retreating or charging units can trigger reactions when temporarily stacked with other units. Some games take the approach of limiting all these possible interactions which I think is not historical. Some games have tried to allow for these possibilities, but fail to actually write the rules down leading to a lot of arguments and the end of the game when the first cavalry charge occurs. It takes a lot of rules to faithfully recreate the possibilities available to our historical counter parts on the battlefield. I strive to keep it as simple as possible, but even still there is a lot of complexity in the cavalry rules.

I saved the complicated versions of charge for the advanced rules, but here I also strove for as much simplicity as possible and to try to make the process as intuitive as possible. Other systems, left a lot to the imagination when trying to execute similar procedures or used the elongated counters that occupied multiple hexes which is ahistorical and also leads to extra rules complication when the large counter charges. I solved many of these problems by using multiple counters for large units and allowing each counter to move and act independently as would cavalry squadrons in actuality. This makes mass charges and wave charges more intuitive and easier to resolve.

Command The evolution of higher level command and control during the horse and musket period evolved from two lines of units advancing against each other to multiple axes of advance with flanking attacks combined with frontal assaults. Hence, the fundamental limit of higher level command in this period is how many axes of advance can an army manage at a time. At the outset of the Seven Year’s War the number of axes of advance was typically one. By the end of the Seven Years War the Austrians were attempting as many as six or seven axes of advance with decidedly mixed results. The Austrians had settled on this method as a way to break up the cohesion of Frederick’s army by forcing him to defend attacks from many directions. They continued this methodology through the 1809 campaign and it could be argued that the Trachenberg Plan was the adoption of this technique on a grand scale. It was really more axes than the Austrian command structure and the limits of communication by horseback could manage and it mostly served to dilute the Austrian’s concentration of force in piecemeal attacks as each element entered the battle on its own and unsupported. The Battle of Rivoli in January 1797 is a classic example of this Austrian battle plan where Napoleon was able to parry each Austrian column one by one, achieving local superiority of force with a numerically inferior army.

In France, the introduction of the corps system was instrumental in allowing more than one axis of advance. In all but the largest battles the number of effective, simultaneous axes of advance was limited to no more than two or three. So C&C all boils down to how many directions of attacks can be sustained at the same time by a given army. In Glory and Empire the basic command system has boiled it down to its essence. All units can move, but only some can fight at any given time. Most units spend most of the battle just standing around waiting or skirmishing, but accomplishing nothing decisive. The decision was made to make command and control as simple as possible, thus an I-go-you-go system was used instead of a chit pull system which can add substantially to the quantity of rules. To add some uncertainty the initiative roll was added to allow for the possibility of a double turn. It also allows us to represent the disparity in the quality of the commanders by rating their initiative values appropriately. Lastly, the reserve order allows players to position reserves, typically artillery and cavalry, in locations where they can redeploy to potentially intercept a charge, or unlimber some batteries to disrupt an infantry attack, or refuse combat by withdrawing from assaults and charges, providing more uncertainty for the attacker.

One final note about command range. Subordinates of the OC do not have to remain in his command range. This is quite intentional, because it is a rare army leader that follows his troops everywhere. In most of Napoleon’s battles he parked himself in a spot where he could observe the action and sent messengers to and fro to execute his orders. Usually it means the battle is going poorly if the army leader must gallop from crisis to crisis to issue orders in person.

The Brigade Game command rules are the culmination of a long period of study and reflection on how to represent how command and control actually worked at the brigade level in the horse and musket era. Command by voice, drums and bugles on the battlefield was problematic with the noise of artillery and musketry. Note that what follows is for maneuver on the battlefield. Maneuver while on a route march in friendly territory is more relaxed.

Essentially, controlling a multi-battalion formation involved the General and his adjutant placing themselves in key locations to direct the actions of his troops. While in Grand Column the General’s position was at the head of the column except when the column was to change direction where he would place himself at the pivot point of the turn. When in line of battle the General would place himself with the commander of a battalion that was key to the maneuver he wished to perform. This is the directing battalion. All other battalions in the formation should conform to its movement. The colors of the directing battalion would march out in front of the line of battle so that they would be visible to all other battalions in the line. If the directing battalion formed square the entire line should form square. If it began advancing the entire line would advance. Normally, the directing battalion would be on one flank or the other of the line, but in some cases it would be on a battalion in the middle of the line. For example, if the formation was to change front in place on the 3rd battalion in the line the General would place himself with that battalion. He would send his adjutant to a point at the end of where he wanted the line to form on its new facing. Glory and Empire tries to capture this level of command and control that has been missing from past games. No doubt this will continue to evolve.

  • 5.4 Orders
    • 7.6.1 Deploying Skirmishers
    • 7.6.2 Recalling Skirmishers
    • 7.6.3 Facing
    • 7.6.4 Stacking
    • 7.6.5 Formation
    • 7.6.6 Fire Combat
  • 7.7 Skirmishers En Débandade
    • 7.7.1 Deploying Skirmishers
    • 7.7.2 Recalling Skirmishers
    • 7.7.3 Movement
    • 7.7.4 Fire Combat
  • 7.8 Square
    • 7.8.1 Stacking
    • 7.8.2 Fire Combat
  • 7.9 Artillery
    • 7.9.1 Movement
    • 7.9.2 Fire Combat
  • 13.2.6 Spent Horses
  • 13.3 Empty Target Hex
  • 13.4 Offensive and Defensive Fire
  • 13.5 Cold Steel Combat
    • 13.5.1 Cold Steel Combat Resolution
    • 13.5.2 Modifiers
  • 13.6 Advance After Combat
  • 5.4 Orders
    • 5.4.1 Orders Initiative
    • 5.4.2 Corps Leader Orders Check
    • 5.4.3 Overall Commander
  • 7.6 Skirmishers en Tirailleurs
    • 7.6.1 Deploying Skirmishers
    • 7.6.2 Recalling Skirmishers
    • 7.6.3 Facing
    • 7.6.4 Stacking
    • 7.6.5 Formation
    • 7.6.6 Skirmish Zone
    • 7.6.7 Fire Combat
  • 7.7 Skirmishers En Débandade
    • 7.7.1 Deploying Skirmishers
    • 7.7.2 Recalling Skirmishers
    • 7.7.3 Command
    • 7.7.4 Skirmish Zone
    • 7.7.5 Movement
    • 7.7.6 Fire Combat
  • 7.8 Square
    • 7.8.1 Stacking
    • 7.8.2 Fire Combat
  • 7.9 Artillery
    • 7.9.1 Movement
    • 7.9.2 Fire Combat
    • 7.9.3 Ammunition
  • 13.2.4 Charge Zone
  • 13.2.5 Charge Movement
  • 13.2.6 Target Hex
  • 13.2.7 Recall
  • 13.2.8 Defender Morale Check
  • 13.2.9 Pursuit
  • 13.2.10 Follow-On Charge
  • 13.2.11 Regroup
  • 13.2.12 Spent Horses
  • 13.3. Empty Target Hex
  • 13.4 Retreat Before Combat
    • 13.4.1 Eligible Units for Retreat Before Assault
    • 13.4.2 Eligible Units for Retreat Before Charge
    • 13.4.3 Conducting the Retreat
    • 13.4.4 Path of Retreat
    • 13.4.5 Morale
    • 13.4.6 Joining a Friendly Stack
    • 13.4.7 Reactions
  • 13.5 Offensive and Defensive Fire
  • 13.6 Cold Steel Combat
    • 13.6.1 Cold Steel Combat Resolution
    • 13.6.2 Modifiers
  • 13.7 Advance After Combat
  • 14.4.3 Counter Charge
  • 14.4.4 Reaction Charge Check
  • 14.4.5 Conducting a Reaction Charge
  • 17.3.3 Opening and Closing the Grand Column
  • 17.3.4 Double LOB
  • 17.3.5 Double GC
  • 17.3.6 Deploy to Line of Battle
  • 17.3.7 Form Grand Column
  • 17.3.8 LOB Change of Front
  • 17.3.9 GC Change of Front
  • 17.4 Order of Battle
    • 17.4.1 Effects on Grand Column
    • 17.4.2 Stacking
    • 17.4.3 Sub-Unit Inversion
  • 17.5 Detached Regiments
  • 18.4 Closed Square
  • 18.5 Line
    • 18.5.1 Passage of Lines
    • 18.5.2 Rank and File
    • 18.5.3 Refused Flanks
  • 18.6 Prone
    • 18.6.1 Going Prone
    • 18.6.2 Standing Up
    • 18.6.3 Restrictions
    • 18.6.4 Fire Attacks
  • 18.7 Cavalry Skirmishers
  • 19.6.2 Ammunition
  • 19.6.3 Modifiers
  • 19.6.4 Range
  • 19.7 Howitzers
    • 19.7.1 Howitzer Attacks
    • 19.7.2 Conducting a Howitzer Attack
    • 19.7.3 Fires
  • End of Turn Segment - Performed by both players.
    • (a) Leader Replacement Phase (4.3)
    • (b) End of Turn Phase (4.3)
  • E to FBlockedContour. The contour on the 04.04 - 05.05 is a Military Crest, because E is on a ridge top for this LOS (11.2.2 case 1).
  • Finish All units involved in the Assault, that are still in the Normal Morale State, enter Disorder. When the Assault is complete remove Assault Markers.
  • Finish All cavalry units involved in the Charge, that are still in the Normal Morale State, enter Disorder. Mark cavalry that participated in a Charge, either as attacker or defender, with two Spent Markers. Remove Charge markers.
  • (f) Close Combat Segment (4.2.6)
    • i. Charge Phase (4.2.6)
    • ii. Assault Phase (4.2.6)
    • iii. Fatigue Check Phase (22.1)
  • Second Player Turn - The Player Turn Sequence is repeated, except the player who went first becomes the Non-Phasing Player and the other player becomes the Phasing Player.
  • End of Turn Segment - Performed by both players.
    • (a) Leader Replacement Phase (4.3)
    • (b) Fire Fighting Phase (16.3)
    • (c) BZ Ammo Expenditure Phase (19.5.3)
    • (d) End of Turn Phase (4.3)
  • E to FBlockedContour. The contour on the 04.04 - 05.05 is a Military Crest, because E is on a ridge top for this LOS (11.2.2 case 1).
  • Hand to Hand with Cold Steel (13.6) If the defenders are in a Fortified Post, or BUA, hex, conduct Cold Steel Combat. If the defenders win, proceed to Finish. If the defenders were eliminated, or are forced to Retreat, proceed to Advance after Combat.
  • Advance After Combat (13.7) Attacking units, that are in the Normal Morale State, enter Disorder. At least one attacking unit, must Advance after Combat, if the target hex is now empty.
  • Finish All units involved in the Assault, that are still in the Normal Morale State, enter Disorder. When the Assault is complete remove Assault Markers.
  • Cold Steel (13.6)
  • Advance After Combat (13.7) Attacking units, that are in the Normal Morale State, enter Disorder. At least one attacking unit, must Advance after Combat, if the target hex is now empty. If the target stack was eliminated, or if Pursuit is not possible, skip Pursuit, and proceed to Follow-On Charge.

  • Pursuit (13.2.9)

    • (a) Cavalry may attempt Recall to avoid Pursuit. Otherwise, Pursuit is mandatory.
    • (b) Cavalry that does not recall, conducts Pursuit of units that retreated. After the Pursuit proceed to Regroup.
  • Follow-On Charge (13.2.10) Cavalry, in an Open terrain hex, may attempt a Follow-On Charge. To attempt a Follow-On Charge, the cavalry must pass a MC. If they fail the MC they will become Shaken and proceed to Finish. If they pass the MC, go back to step 1 of the Charge Procedure. Otherwise, proceed to Regroup.

  • Regroup (13.2.11) Both attacker, and defender, Cavalry, that were not eliminated, or forced to Retreat, may Regroup.

  • Finish All cavalry units involved in the Charge, that are still in the Normal Morale State, enter Disorder. Mark cavalry that participated in a Charge, either as attacker or defender, with two Spent Markers. [Brigade Game] In the Brigade Game, cavalry with a Fatigue Level greater than 0, receives three Spent Markers.

    Remove Charge markers.