Les Aigles
Les Aigles Rulebook
Table of Contents
Table of Contents
- Scale and Equipment
- Definitions
- Formations
- Orders and Markers
- Terrain Features
- Officers
- Disorganisation and Sequence of Play
- Movement
- Fire
- Close Combat – Melee
- Morale
- Losses, Dice Modifiers, Victory Conditions and Annexes
- Scenarios
- 1° Coalition (20 April 1792 – 18 October 1797)
- Guerre de Vendée et chouanneries (3 March 1793 – 26 June 1815)
- 2° Coalition (1798 – 1802)
- Rébellion irlandaise de 1798
- Deuxième guerre anglo-marathe (1802–1804)
- 3° Coalition (29 August – 26 December 1805)
- 4° Coalition (1806 – 1807)
- Guerre russo-turque de 1806–1812
- Guerre de péninsule (1808 – 1814)
- 5° Coalition (10 April – 14 October 1809)
- 6° Coalition (1812 – 1814)
Scale and Equipment
Scale
Men scale
This is a figure game on a human scale of one figure for forty men. A medium French battalion whose companies number one hundred men will therefore have a company of two or three figures, at the player's choice. The artillery has one gun per figure.
The figure scale is not to be taken literally: a smaller scale (for example 1 figure for 30 men) may be used to obtain more playable numbers.
Typically, a French battalion of six companies has 18 figures, but in 1813, or in some battalions at the end of a campaign, strength may have fallen to 12 figures. For practical reasons, the battalion may still be played at 18 figures if the player wishes.
In general, a battalion of six companies has 18 figures and a battalion of four companies has 16 figures. Cavalry regiments are played with between 12 and 16 figures. This is not an obligation but a finding about playability. If for any reason you wish to play with different strengths, you may.
Time scale
A turn is equivalent to about 7 minutes.
Distance scale
For 25mm figures, the terrain is equivalent to 1mm for one pace (one pace being 0.6974 m); for 15mm figures, 2mm for 3 paces.
For simplicity, a distance expressed in paces (whatever the scale) is equivalent to the same distance expressed in millimetres. The index indicates the scale: for example "9025" and "6015" paces mean 90mm for the 25mm scale and 60mm for the 15mm scale.
Translator's note: in the source text the scale index is printed as a run-on digit after the value (for example "9025" is 90 for 25mm). It is rendered here as "90 (25mm)" and so on.
Equipment
To play Les Aigles you will need a few items in addition to this rulebook. The army lists are in the second part of this booklet.
You will need some ordinary six-sided dice, and something to move the figures and to measure the firing distances of weapons.
Throughout the game you will have to measure the distance between figures, both to move and to fire. Players must decide whether a unit is moving or firing before measuring.
Any number of figures may take part in a battle. It is preferable to begin with a budget of under 1000 points, to become familiar with the rules before launching into larger battles. There are many figures, in several scales. The game uses figures at 25–28mm or 15mm scale.
Terrain adds life to your games. You may choose to play with small farms with a few trees and fences, or on rolling ground, but take care to balance the amount of terrain against the size of the table. You may make your own terrain, buy it, or improvise it from objects found at home.
Definitions
The different units
The tactical unit
The term tactical unit covers any group of figures that can receive a tactical order (see Tactical Orders, page 31).
Infantry
Usually armed with a musket, infantry is the heart of every army (or nearly so).
The tactical unit is the battalion, except for certain units such as engineers, English rifles, Prussian Schützen, Saxon Jäger and similar, which are used by company.
The battalion is divided into companies, which combine to form different formations such as line or column.
A brigade, where the battalions are alike, comprising battalions of varied companies (grenadiers, voltigeurs, fusiliers, carabiniers, chasseurs and so on), may group companies into specialised battalions.
Example: a French line brigade of four battalions, each with one grenadier company and one voltigeur company, may:
- have its four mixed battalions of six companies each; or
- have four fusilier battalions, one grenadier battalion and one voltigeur battalion, all of four companies.
Units will always adopt a formation specific to their country. Units entering a village, a wood, or the edge of a ridge, etc., may adapt to the shape of the terrain feature.
Cavalry
A fast arm, effective for taking ground but unable to hold it.
The tactical unit is the squadron (separated by company in rare exceptions), but the order it receives is always given to the regiment, except for specific units such as Cossacks or cavalry acting as scouts.
A cavalry regiment may, if it wishes, split into squadrons or half-regiments during the game.
Artillery
The arm that complements the other two.
The tactical unit is the battery (or half-battery in certain countries such as Russia). Regimental artillery allotted to a battalion may or may not be represented, at the player's choice, since it represents only one or two guns. Guns are considered destroyed if a cavalry, infantry or engineer unit remains on them for at least one period and the player announces spiking. This term covers actual spiking, but also the overturning of pieces...
Engineers
Engineers are a special branch of infantry. They specialise in construction, or in attacking constructions and cover (shelters, etc.). For simplicity, the term engineers includes pontoniers, miners and pioneers.
Building and demolishing
Each engineer company present in an army allows:
- the conversion of a zone of hard cover into a redoubt, or of a village into a fortified village, per company. This operation may only be carried out in the unit's own deployment zone;
- the placing or destruction of a bridge (there will be no ford in place of a destroyed bridge).
Attacking and defending constructions
An engineer unit in base contact with an infantry unit that is attacking a construction or a zone of hard cover gives a bonus in melee, as long as the infantry is in or in contact with these obstacles. If the supported unit is defending, the engineers impose a penalty on the opponent. In that case, if the opponent rolls a six on the random melee die and knocks out at least two figures, one of them will be an engineer. The engineers move at the same speed as the unit they are in contact with.
Description of units
Units are defined by the following characteristics:
Manoeuvre
This is the speed at which a unit changes formation. It is represented by three letters, A, B and C, from fastest to slowest. A unit with manoeuvre A is able to react very quickly. Conversely, a unit manoeuvring at C is often the result of poor training and/or poor officers. If a unit contains several manoeuvre ratings, the unit's overall manoeuvre is the lowest. Example: a unit contains fusiliers with manoeuvre B and grenadiers with manoeuvre A; the overall manoeuvre of the unit is B.
Status of units
This represents the unit's experience in combat, its ability to hold in combat situations, its training, etc. There are six:
- the Guard (G). Troops with a long record in battle; they never flee nor rout in any situation.
- the Elite (E). Particularly reliable troops, who rarely fall back.
- the Veterans (V). Troops who have already fought many battles and whose courage has been proven on the field.
- the Regulars (R). The majority of units. They have already fought and are accustomed to battle.
- the Semi-Regulars (S-R). Troops who have just finished forming and are facing the enemy for the first time.
- the Militia (M). Troops who train little and are rarely called to fight.
- the Irregulars (I). Men not trained to fight as a unit.
As with manoeuvre, a unit made up of figures with different statuses will react overall as the lowest status. Example: a unit contains fusiliers of status R and grenadiers of status E; the overall status of the unit is R.
Fire
The fire value of the unit reflects the men's ability to handle missile weapons, whether in rate of fire or accuracy.
Combat
The combat value of the unit reflects the men's ability to fight in melee, and the fervour of the combatants.
Charge bonus
This value represents the force of impact when a unit charges another unit.
Morale
Soldiers have a certain courage, and morale represents their will to remain despite the events around them. Some units are impetuous, and high morale often leads to an uncontrolled movement towards the enemy.
Movement
There are five types of movement:
- in column: allows rapid movement, used for marching. This movement applies to infantry and cavalry.
- in line: allows the unit to deploy optimally. This movement applies to infantry and cavalry.
- skirmishing (en tirailleur): infantry use the terrain and keep wide intervals to harass the enemy with fire and avoid being easily targeted.
- foraging (en fourrageur): cavalry deploy as foragers to pass through woods and rough ground, or to search for forage or partisans.
- limbered (attelé): specific to artillery for its movement. It must be one company front to benefit from roads, forced marches, etc. Movement over one period may be made in line with a penalty of 20 (25mm) / 15 (15mm) paces.
Translator's note: the penalty is printed in the source as "2025 1515", read here in the same run-on scale notation as the other distances.
Firing range
Light firearms fire at a range of 150 (25mm) / 100 (15mm) paces for musketoons, 200 (25mm) / 130 (15mm) paces for muskets. Carbines have a firing range specified in the national characteristics of the unit that carries them.
Bows fire at a range of 180 (25mm) / 120 (15mm) paces. Javelins fire at 50 (25mm) / 35 (15mm) paces.
Artillery has two firing ranges:
- the flat-trajectory fire / canister (tir tendu / mitraille);
- the ricochet fire (tir à rebond).
Basing
Figures are based as follows, according to the table below. The base sizes are adapted to take a 25mm or 15mm figure; it is also possible to base smaller figures, such as 6mm or 10mm, on 15mm or 25mm bases. In that case the massing effect will be greater, though the appearance of the single figure may be less attractive.
It is advisable to base figures on double and single bases, to make the unit easier to move.
In the two shaded cases, the figures are not glued directly to the card, because changing from skirmish order to close order happens in the middle of battle. Prepare bases without figures for these.
Generals may also be placed on round bases, which makes them easier to tell apart. If space allows, a small scene may be made.
Base dimensions (front × depth, in mm, for the 25mm and 15mm scales)
| Formation / figure | Front (25mm / 15mm) | Depth (25mm / 15mm) |
|---|---|---|
| Infantry in close order | 15 / 10 | 25 / 15 |
| Cavalry | 22.5 / 15 | 40 / 30 |
| Irregular cavalry | 30 / 20 | 40 / 30 |
| Artillery | 45 / 30 | 80 / 50 |
| Mounted general | 20 / 13 | 40 / 30 |
| Foot general | 15 / 10 | 25 / 15 |
| Infantry in skirmish order | 30 / 20 | 30 / 20 |
| Cavalry in foraging order | 50 / 35 (source reads "355") | 50 / 35 |
Translator's note: in the source the front and depth figures are run together with the scale index (for example "1525 1015" is 15 (25mm) and 10 (15mm)). The first printed line of each entry is the front and the second is the depth, as the table's own layout shows. The cavalry-in-foraging-order front is printed as "5025 355", which is read as 50 (25mm) and 35 (15mm); the 15mm value is probably "3515" in the original, and should be checked against the booklet.
Equivalence table
The table gives, for each type of troop, the number of figures that may be in contact against a front. The figures are shown for the front of 1 to 16 figures, then 17 to 32 figures.
| Front (figures) | Infantry in close order | Cavalry or artillery | Skirmishing infantry or irregular cavalry | Foraging cavalry |
|---|---|---|---|---|
| 1 | 1 | 1 | 1 | 1 |
| 2 | 2 | 2 | 1 | 1 |
| 3 | 3 | 2 | 2 | 1 |
| 4 | 4 | 3 | 2 | 1 |
| 5 | 5 | 4 | 3 | 1 |
Second block (fronts of 17 to 32 figures):
| Front (figures) | Infantry in close order | Cavalry or artillery | Skirmishing infantry or irregular cavalry | Foraging cavalry |
|---|---|---|---|---|
| 17 | 17 | 12 | 9 | 3 |
| 18 | 18 | 12 | 9 | 3 |
| 19 | 19 | 13 | 10 | 3 |
| 20 | 20 | 14 | 10 | 3 |
| 21 | 21 | 14 | 11 | 4 |
Translator's note: the printed table repeats the 1–16 block a second time, after the explanation below; the repeated copy is identical and is not reproduced. The columns are read as printed: the first column is the infantry in close order count, and each other column gives the corresponding figure count for that troop type.
How to read this table
Consider the two units in contact. See which has the smaller front. On the line for that unit's troop type, read the figure that is furthest to the right, then see how many figures the opponent gets in contact according to the troop type it has. Note also that the unit with the wider front has overlap figures where its strength allows (unless it is a square; see Combat Characteristics, page 54).
Note for artillery figures: one must not count the artillery sections, but the remaining artillery figures. That is, if a battery which originally had six gunners (so three sections) has 5 gunner figures left, three sections are still on the table. But for the equivalence table only the 5 gunners are considered.
Example: a cavalry unit with 6 figures of front is in contact with an irregular cavalry unit with 12 figures of front. The heavy cavalry unit has the smaller front and corresponds to 5 figures of irregular cavalry; since there are enough irregular cavalrymen, the unit will have two overlap figures.
Zones of the unit
The zone of action is defined by the fire range for infantry, the charge range for cavalry, and the flat-trajectory range for artillery.
The 22.5° angle may be larger for units that have a 45° firing arc.
A unit threatens another unit if the latter lies in its zone of action.
Spacing
It is advisable to leave an interval of two bases between friendly units, cavalry and/or infantry in close order, except for infantry inside a construction. If the interval is not respected, the unit will be without formation during the second melee turn.
The most disadvantageous interval will be considered.
Formations
Very important: units containing figures with a status of semi-regular, militia or irregular take an extra half-period for any change of formation, including reorganisation, re-ordering and re-forming.
Notion of formations
Spacing of companies
Close order (ordre serré): a unit is in close order when its companies and sections are on their "normal" bases, and have not been massed, that is, have not had half their companies removed. There is no bonus or penalty to fire, to combat or to morale.
Dispersed order (ordre dispersé): the unit is on skirmisher bases for infantry, forager bases for cavalry, or dispersed for artillery. It imposes a penalty to fire on the opponent. It imposes no penalty in combat, except that it has a wider base and so more of its men can fight against the unit. When a unit is entirely in dispersed order it is automatically considered to be in line for morale.
Massed order (ordre massé): only a unit in column (division, attack or by companies) may pass into massed order. To simulate the companies closing up the space between them, half the companies are removed. If the number of ranks is odd, the rounding is made upwards.
The unit breaks like a square: it receives twice as many losses as it inflicts for cavalry, and under normal conditions for infantry. When halted, in half a period it may pass into a solid square, and conversely, in half a period it may revert to massed column.
The formation gives a combat bonus to the front and flank (and to the rear if the figures have had time to turn to form a solid square; if they have not had time, the unit does not reply, as in the general case of being taken in the rear), or on the second melee turn. On the flank, one does not count the real number of figures but the figures present on the table.
Against fire, the opponent has a massed-target bonus.
The formation gives a morale bonus to the unit, unless cavalry contacts an infantry unit before it has had time to form a solid massed square.
Depth
Infantry and cavalry
Line (ligne): a unit is said to be in line when it is on one rank of figures. It imposes a penalty on artillery firing round shot. When an infantry unit in line faces cavalry, it suffers a morale penalty.
Column (colonne): a unit is said to be in column when it is more than two ranks of figures deep. Infantry does not suffer the line penalty against cavalry. On the other hand, against light-arms fire it gives a bonus to the opponent, and against enemy artillery firing round shot it gives a bonus for each rank behind the first rank of figures. A double line is considered a column, since it stands on two ranks of figures.
Square (carré): specific to infantry. It is hollow or solid. It gives combat bonuses.
A unit in square facing two or more opponents, one of them cavalry and the other infantry, will have the morale bonus of a unit in square against cavalry (but not, of course, against infantry). If it is not in square, it will have the penalty of not being in square against cavalry.
A unit may only form a square if it consists of at least six figures.
Artillery
Limbered (attelé): the movement formation of artillery.
In battery (en batterie): the firing formation of artillery.
Infantry formations
Line
It makes the unit's fire optimal and allows immediate contact. A company may be refused (put en potence) at the ends in case of threats of flanking or enfilade.
Note: a line is not necessarily straight; it may adapt to a shape, for example to the crest line of a hill, provided it does not abruptly break its form.
It may take any shape desired to increase the effectiveness of its fire.
Double line
A formation typically British, but also used by their Portuguese allies and certain other nations such as the Americans (depending on the generals). It is more solid against cavalry but more fragile under fire. The English, usually on two ranks, go to four.
Column
Infantry is able to form columns of division, of march and of mass.
Column of division or attack: the column of division (in the French manner) is formed with two or three companies in front, and the column of attack allows two sections to be in front. This extends the unit's front while keeping ranks for the push.
The column of division may also be formed as an extended column of division with the elite companies on the flank.
Column of march: this allows manoeuvre movements, or attacks when space is short. Only the column of march allows forced marches.
Column of mass: the column of attack, by company or non-extended division, may pass into this formation. To simulate the companies closing the spacing between them, half the figures are removed. If the number of ranks is odd, the rounding is made upwards. It breaks like a square.
When halted, in half a period it may pass into a solid square, and conversely, in half a period it may revert to a column of mass.
Squares
The formation against cavalry par excellence. They must consist of at least six figures.
Hollow square (carré creux): it may hold as many artillery figures, skirmishers (without their bases), engineers and officers as half the strength of the square, for protection. Under fire these figures suffer 10% of the losses made on the square (except for an officer; see Loss of an officer in fire, page 61).
Firing from a square is made at an angle of 45° at most.
In combat, the unit has a bonus against cavalry.
Solid or massed square (carré plein ou de masse): does not move.
In combat, the unit has a bonus against cavalry.
In the case of a solid or massed square, the last rank is turned round to represent the fact that it is a square.
The massed square, like the column of mass, is represented by removing half the ranks, rounded up, except where the unit is on two ranks, in which case two ranks are left.
Cavalry formations
Lines
Single line: gives a large impact, but movement is reduced.
Double line: when cavalry does not have room to form in line, it may form a double line.
Echelon or chequerboard (l'échiquier ou l'échelon): allows the speed of a column while having a deployed front.
At the moment of the charge the squadrons react separately. If one squadron does not make contact, it will be alone and without formation.
Column
Column of march: it may pass from column by squadron to column by company, and conversely, in half a period when halted, or free during a movement of at least half a period.
If the squadron has an odd number of figures, the company in front will have the greater number of figures.
Cavalry squadrons of two companies may manoeuvre with these one behind the other (column of companies). This manoeuvre (which is a change of formation) costs nothing (whatever the nation) if it is carried out during a movement of at least half of the unit's movement, following the example below. It is very useful because it allows, in a single movement, the front to be contracted and widened for a narrow passage, for example, without any movement penalty.
If this manoeuvre is made on the spot, or during a movement of less than half a period, half a period must be counted (whatever the nation).
Example:
When squadrons have an odd number of figures (three or five), the company with the greater number will be placed first in the direction of march (Figure 1, passage into column by company).
Column of division: formed by two squadrons in front. The formation of Austrian, Prussian and Russian cavalry.
Dismounted cavalry
A cavalry unit may dismount. In that case the unit is left to represent the guard of the horses, and the unit deploys on foot.
Examples:
A dragoon regiment of 16 figures dismounts. The 16 figures on horseback represent the horse park, and 16 infantry figures are deployed.
Only cavalry units that have infantry characteristics may dismount, for example nations that have dragoons in cavalry and dragoons on foot in infantry.
The figures guarding the horses, if contacted (in fire or in combat), are eliminated, as are the horses, leaving only the infantrymen.
Artillery formations
Limbered
There are two ways to present a limbered battery:
- Limber figures: the representation is made with one team for two sections, with the number of horses corresponding to the type of artillery (two pairs of horses for calibres 3 to 9 on foot, three for calibres 12, and four pairs for horse artillery).
- Without limber figures.
For limbered artillery, the sections move as they wish while maintaining base contact. Artillery batteries may set off in the direction of their choice.
In battery
It is deployed in line, the sections side by side.
Unit in dispersed order
A unit deploys in dispersed order from its centre, and tightens back into close order on its centre. A unit at the edge of the table, or of an obstacle, will deploy from that edge towards the opposite side. (See Annex, Time to pass from close to dispersed order, page 77.)
Reminder: a unit that is without formation is considered to be in dispersed order for crossing terrain only (in woods or difficult terrain, for example).
On any deployment as skirmishers, the company or companies concerned may move up to half of their remaining movement.
Skirmishers may move away from the unit by up to 160 (25mm) / 100 (15mm) paces at most. If the whole unit is in dispersed order, the companies remain side by side. But if part of the battalion is skirmishing, another part, or all of it, may deploy and advance to join the skirmish line (the companies will be placed side by side without concern for order).
In a morale test, the company tests, but the modifiers are those of the parent unit.
In addition, an infantry unit in dispersed order has its companies semi-independent, that is, those in position may fire and/or fight, while the others still move.
"Irregulars"
Irregular units are all units which do not have movement in line (except engineer units). They fight in a mass and have no concept of companies. They are not restrained by the rule of movement in line when their front exceeds six figures for infantry or four for cavalry, nor by the wheeling rules. On the other hand, any unit of irregular formation is required, if its status is below semi-regular, to take an extra half-period for changes of formation.
However, for infantry, their formation requires at least three figures in front and three in depth. When the unit's strength falls below nine, the unit may be reduced as desired, without exceeding three figures in front and three in depth.
Units of irregular formation may extend (or restrict) their front in half a period, to at most double (or half) the number of figures of their initial formation.
Example: Vendéen irregulars, Hindu, irregular Cossacks...
Units of irregular formation may turn in any direction in half a period.
Changes of formation
The following table gives the time (in periods) required for each change of formation, for infantry (columns A, B, C by manoeuvre rating), cavalry (columns A, B, C), and artillery.
| Change of formation | Infantry A | Infantry B | Infantry C | Cavalry A | Cavalry B | Cavalry C |
|---|---|---|---|---|---|---|
| Column of march to column of attack | ½ | 1 | 1 | ½ | ½ | 1 |
| Column of march to line | 1 ½ | 2 | 2 ½ | 1 | 1 ½ | 2 |
| Column of march to double line | ½ | ½ | ½ | ½ | 1 | 1 ½ |
| Column of march to hollow square | 1 |
Translator's note: the cavalry value for "without formation to formed" at manoeuvre C is printed as "½" in both the source and the HTML table, which is out of line with the other entries; it is transcribed as printed, pending checking against the booklet.
| Change of formation | Foot artillery A | Foot artillery B | Foot artillery C | Horse artillery A | Horse artillery B | Horse artillery C |
|---|---|---|---|---|---|---|
| Going into battery | ½ | 1 | 1 | ½ | ½ | 1 |
| Limbering | 1 | 1 | 1 ½ | ½ | 1 | 1 |
| Without formation or disorder to formed | 1 | 1 | 1 | ½ | ½ | ½ |
Rules on the change-of-formation table:
- A company of infantry (or engineers) with at most 3 figures, a squadron of at most 2 figures, or a half-section of artillery (that is, 1 figure) may pass from disorder or without formation to formed in one turn, whatever its manoeuvre.
- Any battalion with manoeuvre A, of four companies, in column of march, is considered to be in column of attack or of division.
- Any artillery moving in file with a depth of more than 5 sections takes an extra half-period to go into battery; beyond 9 sections, one extra period. If it contains only one or a half section, it takes half a period for any manoeuvre, whether A, B or C.
- Any column of march may pass into line (and vice versa) by making a quarter-turn left or right in ½ period.
Orders and Markers
This is probably the most important part of the game. A general must direct his army, giving his instructions while anticipating the enemy's movements. Orders are not final: the general may send a message to the units concerned by means of an aide-de-camp.
There are several categories of order:
- Strategic orders (ordre stratégique): these apply to the division, the brigade and the corps. There is no limit to how these orders are written; the conditional is allowed and even advised. (Example: take the hill if the enemy is few in number, otherwise block his advance...)
- Tactical orders (ordre tactique): these apply specifically to the basic units (infantry battalion, cavalry regiment, artillery battery). Their wording is strict and precise. (Example: attack the hill, specifying on the map the direction of attack and how far it goes.)
Each general receives his strategic orders, and each regiment (infantry and cavalry) and artillery battery receives its tactical orders.
Tactical orders
Infantry and cavalry
Attack (attaquer): the unit must go towards the enemy, close to firing range or charge him. Counter-charge is compulsory if the unit is charged, except for infantry charged by cavalry. The unit must follow an enemy who falls back, and pursue for at least one period an opponent in retreat or rout. If it is attacked during the pursuit, it may stop to fight a new opponent. The direction of the attack zone will be clearly specified on the map.
A unit with an attack order gets a +1 morale bonus if it charges.
Support (appuyer): this states the friendly unit which is to be supported. Support is given only by fire, not by charging oneself. However, the unit may counter-charge if it is itself charged. In melee it follows a retreating enemy, unless that enemy goes into retreat or rout (except in a case of uncontrolled advance).
Hold (tenir): remain in place. No counter-charge, no pursuit. Optional melee follow-up, and no more than one turn. If the charging unit is in retreat or worse, the unit with the hold order does not pursue in melee.
If the unit has not moved during a turn and has not changed formation, it benefits from a +1 morale bonus.
Cover / Defend (couvrir / défendre): cover states the friendly unit to be covered. Defend states the (very precise) position to be defended. Cover and defence are carried out either by fire or by charge (the latter case presupposes that the enemy comes within range himself). The unit may follow a retreating enemy in melee, but does not pursue for more than one period. Cover between battalions of the same regiment is implicit but not a priority.
Support and cover are of course, in addition to attitude orders, movement orders: support means moving in accordance with the movement of the unit being supported, and cover means positioning oneself relative to the unit being covered.
Harass (harceler): for light infantry (skirmishing or not): fight the enemy by fire, but avoid contact, that is, evade if the unit is charged. This order may only be given to light infantry.
For light cavalry: seek contact with the rear or flank of enemy units. The direction and zone of harassment will also be very explicit on the order sheet and the map. Harassment by light cavalry may be carried out by fire.
Exploit (exploiter): an order specific to cavalry, allowing it to take advantage of any backward movement by the enemy (retreat, rout, flight).
Artillery orders
Support (soutenir): artillery uses its fire to facilitate the execution of the orders of the precisely designated unit, or of the group of units it has the mission of supporting. It may carry out the movements necessary to execute this mission.
Deny (interdire): the artillery must prevent the enemy from having access to a delimited zone of terrain, and fire on any opponent within it.
Neutralise (neutraliser): the artillery fires with the aim of putting an enemy unit out of action by losses or a morale effect. The unit must be clearly defined.
Engineer orders
Attack (attaquer): the engineer company joins a battalion to help it attack a construction or zone of hard cover.
Support (appuyer): the engineer company joins a battery to replace one or more gunners, or to right overturned pieces.
Defend (défendre): the engineer company joins a battalion to defend a construction or a zone of hard cover.
Changing orders
Any general may command all the units, and any generals, under his command. He may command either directly or through an aide-de-camp. Thus, orders given at the start of the game may be modified by the superior general, intervening himself or through an aide-de-camp.
The aide-de-camp must bring a written order or an order marker.
A general, or an aide-de-camp of the general, may command directly by word of mouth, and place a unit under his command with which he will be in base contact. He must leave written orders when he leaves the unit, failing which the unit will, after his departure, revert to its original order.
An order from the commander-in-chief modifying the initial order must be carried to the division general, who in turn sends it to the brigade general placed under his command. The order will be changed as soon as the figure of the brigade general or his aide-de-camp comes into contact with the unit.
In all cases, the new orders apply only from the turn following that in which the general or aide-de-camp arrived with the unit, and only if the test is positive.
An alternative order, provided for in the initial orders, may be activated by an event of the battle. Example: "hold in front of the right-hand wood, then attack to the north-west as soon as the 29th Light crowns the central hill", or "support the advance of the cuirassier brigade for 2 periods, then deploy to the right to cover the position of the horse artillery"; in this last case, the horse artillery probably has the order to support the advance and attack of the cuirassiers. The obligations imposed by the result of morale tests prevent the execution of orders for as long as they themselves apply.
The unit then reverts to its initial orders.
Markers
The purpose of markers is to limit reactive play. Each unit or group of units receives a marker at the start of the turn.
Except for units in retreat, in rout, in flight, in the course of a change of formation, or in the second period of a charge, any unit which has no order may neither move nor fire during the first half of the turn.
The marker types are:
- Movement (mouvement): covers all movement forward.
- Change of formation (changement de formation): covers all changes of formation.
- Withdrawal (recul): a specific backward movement. It may only be given to infantry in line or artillery in battery.
- Fire (tir): the unit fires.
- Charge (charge): priority movement.
- Dodge (esquive): withdrawal of a unit in the face of an enemy charging or seeking contact.
- Rest (repos): allows the unit to recover one point of fatigue.
Each unit is obliged to follow its order during the first half of the turn. If a cavalry unit charges an infantry unit in line that has received a movement marker, it must make its movement during a half-period, and may begin forming square afterwards.
Terrain Features
All the terrain features presented below are considered to be medium terrain features. It is up to the players, by common agreement, to modify the characteristics of certain terrain features to reproduce scenarios or by choice. For example, making a marsh passable but only for infantry, and in disorder...
Hills
There are two types of hill: those with a plateau, and those with a single crest line.
A hill may have several levels, but it is advised to use only one level to avoid complications.
Example:
Hills do not impede movement, except that of artillery, which is halved on the ascent. On the other hand, they block the line of sight (do not forget to draw the crest line of the hill, which marks the limit of visibility).
A unit on a hill always has the unit bonus above the slope, as long as the front of the melee is on the slope.
When a unit is within one base length of a crest line, it sees over the other side through an assumed observer, and remains invisible unless it has revealed itself (by firing or by crossing the crest line). Two units on either side of a crest line, each more than one base length from it, cannot see each other.
Unit A sees unit D, but D does not see A (unless A fires on D). Units B and D see each other. Units C and D do not see each other.
An artillery battery must project its bases over the crest line in order to fire downhill. If it is on a plateau without projecting over the crest line, it may fire on a plateau of the same level.
A cavalry unit on the slope of a hill will be disorganised when charging.
Woods
All units, except artillery, may enter. Infantry and cavalry in foraging order advance at half their normal speed; cavalry in close order at a quarter of their normal speed.
All units are without formation, except skirmishers and foragers.
A unit in a wood is invisible until it gives itself away by firing. However, if an enemy unit approaches it to within 20 (25mm) / 15 (15mm) paces, it will be discovered even if it has not given itself away.
A unit in a wood more than 20 (25mm) / 15 (15mm) paces from the edge cannot target a unit outside. Conversely, a unit in a wood may only be targeted if it is within 20 (25mm) / 15 (15mm) paces of the edge; this presupposes that it has given away its presence by firing first itself, and it then benefits from light cover. A unit in a wood may fire at a unit outside or inside the wood if they are within 80 (25mm) / 55 (15mm) paces of each other and within the range of their weapon. When two units fire at each other within the wood, both benefit from light cover.
The rule does not distinguish between different woods, in particular "dense" woods and "open" woods. In fact, the woods taken into account in the game should be considered as lying midway between these two extremes. Do not forget that if you propose a scenario, the characteristics of a wood may be modified.
When, in a wood, a unit without formation faces a unit in skirmish or foraging order, it fights as if it were on skirmisher bases, while keeping its disadvantage of being without formation.
A unit without formation facing a unit in skirmish or foraging order, at the edge or in a wood, fights as if it were itself in skirmish order (that is, with skirmisher or forager bases), while remaining without formation. Of course, the unit with the wider front will have one overlap figure on each side in the first melee turn. In the second turn, all figures fight, under the general rule.
Two units in melee in a wood do not have light cover.
Cavalry cannot charge into a wood, but declaring a charge at the edge of the wood (within 20 (25mm) / 15 (15mm) paces of the edge) on a unit outside is possible.
Streams
A stream may be crossed by infantry or cavalry at half their normal speed, and they become disorganised.
When there is combat at the edge of a stream, the unit which leaves the stream is automatically considered to be fighting "below" the other.
All the provisions concerning streams apply to fords in rivers.
Foot artillery may cross streams only on bridges.
Rivers
A river may only be crossed by all arms on a bridge, or at a ford under the conditions defined above for streams. The limits of a ford must be marked precisely.
A unit pushed back into a river is destroyed.
Roads
To benefit from the road bonus (whatever its width on the table), a column may have at most 3 figures in front for infantry, 2 for cavalry and 1 section for artillery. If a column is too wide it may halve its front in half a period. The movement increase also applies to the charge bonus in column. The movement charge bonus is therefore multiplied by 1.5. For it must not be forgotten that the charge bonus simulates the running pace, or the gallop, that the unit takes just before contact. To render this run, the bonus must be added in the half-period of contact, which more or less doubles the distance. So, if on the road troops march one and a half times faster, it is normal that they also run, or gallop, one and a half times faster.
Marshes
Marshes are impassable to all units. A unit pushed back into a marsh is without formation.
Naturally, a marsh offers no cover against fire. Marshes block the line of sight.
Light obstacles
These are hedges, palisades, etc. They are crossed at normal speed reduced by 20 (25mm) / 15 (15mm) paces by infantry or cavalry; artillery may cross them at half speed. In addition, cavalry is left "without formation", and infantry "disorganised" after crossing.
Against fire, the unit claiming cover must be within one base's depth of the obstacle.
An artillery battery of calibre 6 or more permanently destroys light cover at the rate of 15 (25mm) / 10 (15mm) paces per figure per turn. So an artillery battery of 6-pounders with 8 figures destroys 120 (25mm) / 80 (15mm) paces of cover in one turn.
Conversely, an engineer or sapper company may rebuild at the rate of 15 (25mm) / 10 (15mm) paces per figure per turn.
Hard obstacles
These are mainly stone walls, or abatis. They may be crossed by infantry and cavalry at the cost of half their movement capacity; cavalry is in addition "in disorder", and infantry "without formation" after crossing. These obstacles provide "hard cover" against fire, under the same conditions as for light cover.
Skirmishers may cross hard cover at a reduction of 20 (25mm) / 15 (15mm) paces.
An artillery battery of calibre 6 or more permanently converts hard cover into light cover at the rate of 15 (25mm) / 10 (15mm) paces per figure per turn.
Conversely, an engineer or sapper company may rebuild at the rate of 15 (25mm) / 10 (15mm) paces per figure per turn.
Houses and redoubts
Only infantry enters a house, advancing at half the speed of column and formation.
A house, in the sense of the game, represents a group of dwellings, so all the figures may fire on the side where they are.
The companies deploy in line as the battalion's front advances towards the front of the village or redoubt. In a redoubt, a unit is considered to be in line in combat. A unit in a redoubt has the slope bonus as long as it is not pushed back out of the redoubt.
To represent units in a house, they are arranged all round the desired sides, but the companies keep base contact with one another. Elite companies may be separated and placed elsewhere within 160 (25mm) / 100 (15mm) paces.
In a house or redoubt, the companies are independent; if one moves (at half the speed of column) the others may fire.
A unit attacked by fire or in close combat will benefit from the protection of the construction or redoubt. In a redoubt, the unit remains in formation, but is considered to be in line.
An artillery battery of calibre 6 or more permanently converts the construction into hard cover at the rate of 15 (25mm) / 10 (15mm) paces per figure per turn.
Conversely, an engineer or sapper company may rebuild at the rate of 15 (25mm) / 10 (15mm) paces per figure per turn. Engineer companies give a defensive or offensive bonus to the defence or attack of the construction. Where artillery has destroyed the whole side on which it fires, it continues its destruction to simulate the deterioration of the construction.
However, a unit in a construction will always benefit from the morale bonus even if the construction has been destroyed.
It is possible to set fire to a village. A battery must possess a howitzer (O) and the player must declare the attempt to set it on fire. On a 6 on the fire die, the village catches fire and the unit in it must evacuate or be destroyed the following turn. The player who sets fire to the village loses half of the objective points.
In the first melee turn in a house, the two units occupy the full width if they have enough figures; otherwise the general case applies. In the 2nd turn in a house, all the figures fight. There is no limit in number.
If two units fight inside the same house, they do not suffer the opponent penalty in a house, but still suffer the penalty of a unit without formation.
Example: A French veteran battalion charges a Prussian landwehr battalion in a village.
The Prussian battalion no longer benefits from the protection of the village.
The French battalion extends its front and is left without formation. It also does not benefit from the protection of the village against the landwehr battalion.
| Melee | French | Prussian |
|---|---|---|
| Combat | 5 | 3 |
| Charge | 2 | — |
| The house | −4 | — |
| Fresh troops | 1 | — |
| Without formation | — | −3 |
| Total | 4 | 0 |
The printed example gives the figures "18 losses" and "10 losses" beside the totals, without saying which side each refers to; they are transcribed as printed and should be checked against the booklet. The French battalion wins the melee and enters the village.
Translator's note: the example's table is rebuilt from a flattened text dump, so the column arrangement above follows the page's own layout and should be checked against the booklet.
Rocky ground
Terrain with very irregular rocks, which does not allow cavalry to pass properly and where artillery goes with great difficulty.
Close-order infantry will be disorganised and its speed halved. Cavalry and artillery will be without formation and will advance only half as far.
Only skirmishing infantry suffers no penalty and is not visible to the enemy until it gives itself away by firing. Infantry in general will have the light-cover bonus when skirmishing.
Artillery may nevertheless deploy in battery and be in formation.
Forced march is forbidden on this type of terrain.
Fields
These are fields with tall crops, and all units may enter them. A unit moving through a field is disorganised.
Infantry in line is not visible to the enemy until it gives itself away by firing. The principles of sight are the same as for a wood.
Forced march is forbidden on this type of terrain.
Line of sight
Light and hard obstacles do not block the line of sight. Woods, houses and redoubts block the line of sight when a unit is on the same level. A crest line always blocks the line of sight.
Units also block the line of sight.
Cavalry will see over any infantry or cavalry unit.
Infantry and artillery cannot see beyond a cavalry unit.
An infantry unit in line does not mask infantry units in mass which are behind it.
An infantry unit in skirmish order, a cavalry unit in foraging order, or an artillery battery in dispersed order do not mask the line of sight.
Masking a unit
Apart from the features which may mask units (see Terrain Features, page 21), units may mask one another.
A unit in skirmish, foraging or artillery order is considered never to mask another unit.
An infantry unit cannot mask a cavalry unit, whatever its formation.
An infantry unit in line masks another unit in line, but does not mask a unit in column or in square.
A cavalry unit masks any unit behind it, whatever the unit and whatever its formation.
This can be useful for deploying certain units out of sight. However, if an officer or unit is placed on a hill, the units will be visible on the battlefield.
These rules of sight are important, because one must see one's target in order to declare a charge on it, to fire on it, or even to count it in the bonuses/penalties of the tactical morale factors (page 66).
Officers
Characteristics
Officers, generals or aides-de-camp are characterised by two abilities.
Charisma
This is the ability to lead soldiers into action or to hold them back. The value ranges from 0 to 5.
Charisma applies in morale tests. The general may vary his charisma value between minus his charisma value and plus his charisma value. Example: a general with charisma 3, in contact with a unit, may give it a bonus of −3, −2, −1, 0, +1, +2 or +3.
The bonus given by the general's charisma is the last factor applied to the unit, that is, after the die has been rolled.
Command
This is the general's ability to give and change orders. The value ranges from 0 to 5.
A general may give or change an order as many times in the period as he has command points. These orders may be tactical as well as strategic.
If an aide-de-camp transmits an order to a general, the command value used is that of the general on whom the aide-de-camp depends. However, the number of attempts to transmit the orders depends on the aide-de-camp.
Order-change zone
A general may change the orders of his unit, or of his subordinate, without coming into contact, but must be within the order-change zone.
| Command | Distance of order-change zone |
|---|---|
| 1 | Contact |
| 2 | 50 (25mm) / 35 (15mm) paces |
| 3 | 100 (25mm) / 75 (15mm) paces |
| 4 | 150 (25mm) / 115 (15mm) paces |
| 5 | 200 (25mm) / 150 (15mm) paces |
Beyond command 5, the printed rule reads: "or −1 per band of 150 paces, and no command radius".
Charisma zone
There are two kinds of charisma influence zone for officers. The first is the direct zone of influence, that is, contact. The unit contacted by the officer receives a morale modifier between + and − the general's charisma value.
The other charisma zone is indirect influence. It depends on the value of charisma. There is a first radius of 150 (25mm) / 100 (15mm) paces, within which units receive a morale increase equal to the charisma value minus 1 point. The radius is then increased by 50 (25mm) / 35 (15mm) paces, subtracting 1 point of charisma each time, and again units will receive a morale bonus.
Loss and replacement
An officer is captured if he is contacted or, surrounded by enemies, cannot escape. It is forbidden to contact an officer carrying an "Advance" marker.
If he is taken prisoner, he moves at the column speed of the fastest unit that took him prisoner; if he is freed, he becomes operational again. He is freed only if a friendly unit wins a melee against the unit holding him prisoner.
An isolated officer may be targeted, but at least 40 losses must be inflicted on him to eliminate him. An officer may be killed in melee (see Loss of an officer, page 61) or in fire (see Loss of an officer in fire, page 53).
An aide-de-camp of a general may only replace a subordinate general of the general to whom the aide-de-camp belongs.
Giving or changing an order
Starting orders are applied automatically and so need no test.
An order change may be made for both strategic and tactical orders. The general may give his orders to a unit if it is within his order-change zone.
To give an order to another general, he must also be within the command zone. If he is not, the superior must send his aide-de-camp, who goes into contact with the subordinate. The aide-de-camp returns to his general after transmitting the order.
He may give as many orders as he has command points.
The general may repeat the new order as long as he has command points remaining.
A general may not give an order to a unit that is in melee, unless he has himself been in the melee for at least one turn.
Reaction
The reaction of a unit to orders is determined by its status.
| Status | Reaction |
|---|---|
| Guard | 4 |
| Elite – Veteran | 3 |
| Regular – Semi-regular | 2 |
| Militia – Irregular | 1 |
Procedure, from a general to a unit: the unit has correctly reacted to the new order if, on rolling a die, the result of the die is strictly less than the sum of the unit's reaction value and the general's command value.
From officer to officer: this is the same procedure as from general to unit, but the addition is made with the values of the two commands.
Bonus to reaction or command points
To take less risk, the general may take his time explaining an order. A general who transmits an order to another general or to a body of troops gains one command point per turn of explanation.
Example: a general with a command of 1 who arrives in contact with a unit or a general decides not to transmit the order immediately, but gains one additional point the following turn. He will test the reaction as if he had 2 command points.
A unit or general gains one point of reaction to orders for two failed test turns.
These bonuses are not permanent; they apply to a single attempt to transmit an order.
Disorganisation and Sequence of Play
Disorganisation
- To reorganise: for a unit that is disorganised.
- To re-form: for a unit that is without formation.
- To re-order: for a unit that is in disorder.
Without formation or in disorder: a unit that is without formation or in disorder may re-form into the formation of its choice within the normal time allowed. Example: infantry of manoeuvre A was moving in forced march. On stopping it seeks to form in line. The change of formation from column of march to line costs one and a half periods; the change from without formation to formed costs 1 period. The unit will be formed in line in one and a half periods.
A change of formation automatically reorganises the unit, without taking account of the half-period of reorganisation.
A unit touched by an enemy unit during a change of formation finishes that change and fights:
- Without formation if the enemy unit is infantry, whether charging or not. A unit reorganising, re-forming or re-ordering is considered to be changing formation. If the unit was in disorder and is contacted, it remains in disorder.
- Without formation if the enemy unit is cavalry attacking without charging. A unit reorganising, re-forming or re-ordering is considered to be changing formation. If the unit was in disorder and is contacted, it remains in disorder.
- In disorder if the enemy unit is cavalry charging. For this, the charge must be effective, that is, it must have been declared and have covered half a period in a straight line. If the charge is not effective, the unit will be without formation.
Any infantry unit which enters a melee is in movement.
It is without formation if it enters a melee with or containing cavalry (friend or enemy).
If it enters with a cavalry unit charging (friend or enemy) it will be in disorder (effective charge).
These last (B) cases do not apply (the source says "these two", but the list that follows gives three conditions; all three are transcribed as printed):
- if infantry and cavalry attack a unit from opposite sides of a column or line, or from different sides of a square, in the same turn;
- if there is more than one cavalryman for every four infantrymen of the unit, or, if the unit has fewer than four infantrymen for one cavalryman (friendly or enemy cavalry);
- if the charged unit is a line of infantry and the units are separated by at least three bases of light cavalry.
In that last case, the French infantry is not in disorder because it is separated by at least three bases of cavalry.
Interpenetration of units
A unit which interpenetrates a friendly unit puts both units into disorder. Exceptions are made for the following cases:
- elite or guard units refuse interpenetration;
- units which interpenetrate units four times their number do not bring disorder to the interpenetrated units.
Sequence of play
In each period the following six phases must be followed:
- Placing markers.
- Turning over markers. Announce charged units if they are written elsewhere than on the "Charge" markers, then carry out battery pivots.
- Movements (by half-period if necessary), respecting the order of priority.
- Fire.
- Melees (close combat).
- Morale tests and order-transmission tests.
Do not forget morale tests made during play.
A unit must obey its marker for at least the first half-period. This first half-period is called the reaction period. If it is charged, the unit may decide to counter-charge or to dodge, or any other behaviour apart from charging, which must be declared before movements.
Movement
Movement priorities
Unit movements are simultaneous. But if two units block each other, by crossing during their movements, they are moved by half-period in the following order of priority:
- flights, routs, retreats and rallies, in that order;
- charges and the movements arising from them;
- the normal movements of the other units.
Generals and aides-de-camp move last. They pass through everything in a straight line and without penalty, except rivers, lakes and marshes.
If two paths of the same priority cross, the unit on the right is always played first.
A unit with an "advance" marker must advance, or turn by 22.5°, in the first half-period, except when placing itself at the edge of a feature (cover, crest, stream bank, etc.), where the unit is not obliged to advance its full half-movement.
Movement of officers
Generals and aides-de-camp move 240 (25mm) / 185 (15mm) paces.
Line movement
Units move at line speed as soon as their front is strictly greater than 6 figures for infantry and 4 for cavalry.
Note that an extended column of division exceeds 6 figures and will move as a line. Units with guard status in column of division or extended column of division do not have this restriction.
Hollow square
Valid for infantry of manoeuvre A.
It may move in any direction. It takes half a period for the companies to pivot, then moves, then another half period to pivot back. If the square is contacted, the unit is left without formation, or in disorder if it is cavalry.
Contact
All contacts made in the same half-period are simultaneous, even if one unit covers more distance than another. Units that make contact in the first half-period are in melee from that moment; a unit arriving after the half-period will meet an established melee.
Rallying
Rally movements are made at the normal column movement distance, without charge bonus.
A unit that rallies must have a clear path of at least one base, so as not to interpenetrate friendly units or be blocked in this movement.
When a unit rallies, its half-turn is free.
A unit in melee must rally at the start of the first half-period following the melee.
A cavalry unit may always rally, even if it is not in combat. To rally means to move towards its table edge, and the unit may end up facing or with its back to the enemy (at the player's choice). The unit is without formation during its movement and on arrival.
If a unit following a rallying unit is broken during the rally, there is no melee on the turn of the break.
A squadron following a rallying unit may pass its companies one behind the other. As this manoeuvre is a change of formation, the unit will automatically be reorganised.
Change of direction
Important: semi-regular, militia or irregular troops move at half speed when turning with a pivot.
Quarter-turn pivot: a quarter-turn pivot on the spot is only permitted for skirmishers and certain specific changes of formation: massed battalion standing still, solid square, English double line/column. It takes half a period.
Half-turn: a half-turn takes half a period for guard, elite, veteran or regular infantry and for light cavalry; one period for semi-regular, militia or irregular infantry and for heavy cavalry.
Pivot or wheel: pivoting is possible, and any figure may serve as pivot. The pivot figure stays fixed, and the figure furthest from it moves at normal speed for guard, elite or regular troops, and at half speed for semi-regular, militia or irregular troops.
A column presenting a maximum front of 6 figures for infantry turns without being bound by the pivoting rules, that is, without the pivot figure being required to stay fixed, and without halving the movement for semi-regular, militia or irregular troops.
A unit in contact that pivots its figures is considered to have been caught in movement if it does not have time to make this pivot.
Oblique march
Oblique movement is possible for guard, elite and regular troops at full movement for an angle of up to 22.5°, and beyond that at half speed up to a maximum of 45°. It is also possible for semi-regular, militia or irregular units at half speed for an angle of up to 22.5°.
Movement by squadron
The following applies to any separated squadron:
- for cavalry of manoeuvre A, whatever its size;
- for cavalry of manoeuvre B or C of three figures or fewer.
A separated squadron moves at column speed.
A cavalry squadron turns without being bound by the pivoting rules, that is, without the inner figure being required to stay fixed, and without halving the movement for semi-regular, militia or irregular troops.
Backward movement
This is only possible for guard, elite or regular infantry, in line or skirmishing. It is made at half the movement speed.
Forced march
This term covers all rapid movements (quick step for infantry, trot for cavalry, etc.).
It is strictly forbidden to make contact with an enemy while in forced march, except in the case of an "uncontrolled advance".
It is made in column of march for infantry and cavalry, and limbered for artillery.
This movement is made at double the normal speed. It may be made over several turns, but units will be without formation during and on arrival at this movement.
Obstacles are crossed with their usual penalties, and the road bonus applies. Disorganised units, or worse, may not make a forced march. A unit in forced march advances flat out or does not restart in forced march.
Generals or aides-de-camp in contact with a unit in forced march may accompany it. They may only leave it once it has been re-formed.
The charge
A charge is a movement intended to lead to close combat with the enemy.
Conditions of charge: a charge may only be declared if the unit sees the objective to be charged (except in the case of an alternated charge), or if the unit is within one base length of a crest line. It must be announced at the moment of turning over the markers, to allow the morale test, dodge or counter-charge.
The only case in which a charge may be made without having been declared is an uncontrolled advance, following a morale test during the period.
The enemy directly in front must be charged, unless specifically indicated otherwise.
The half-movement in a straight line must be in the continuation of the starting position, that is, after a pivot or a turn.
If a unit charges into an established melee, it will have no charge bonus.
During the charge the unit may not contract its front.
A charge movement may be carried out over two turns: that is, a first movement may be made without charge bonus if the distance between the two units is too great, and the charging unit completes its charge on the next turn if it also has enough movement.
A unit which still has half a period of formation left may also declare a charge. In that case, the unit must complete its charge at the latest on the following movement.
Charge through skirmishers: a unit may declare and charge through enemy skirmishers. The player must, in the charge order, specify that the charged unit is not the skirmishers. The skirmishing unit (that is, in skirmish or foraging order) may dodge in the face of a charge. If the enemy skirmishers do not dodge, they become the charged unit by default.
Likewise, a unit may charge through friendly skirmishers; however, they will resume their former formation. Figures that have left a passage may not fire.
Charge bonus: a charge receives a double bonus: one is a longer movement, the other an additional combat factor in the close combat. To benefit from this double bonus, that is, for the charge to be effective, a unit must:
- have declared the charge (except in the particular case described above);
- have been moving in a straight line for at least one half-movement in the period preceding contact.
If the unit does not meet both conditions, it will have no charge bonus.
The distance bonus for a charge is not taken into account when deciding whether the unit has made contact in the first half-period.
Restrictions: infantry in square and artillery may not declare a charge, nor may a unit in skirmish order or disorganised, or worse. They may, however, make an uncontrolled advance.
Cavalry may not charge a construction or a wood, but may charge in foraging order. It will not benefit from the movement bonus, but does benefit from its charge bonus.
A unit may not change formation when it has a charge order; the unit must charge in the formation it was in.
Ineffective charge: once declared, a charge must be carried to its conclusion during the second period of the charge movement. A unit whose charge does not reach the opponent (dodge, backward movement) completes its movement and is without formation on arrival. It completes its movement without charge bonus to the movement.
If the opponent dodges, the charge may be stopped during the second half-period. The charging unit will then be without formation, as in the general case.
Changing the objective of a charge: a charge may be diverted from its initial objective if another unit comes between it and the charged unit, or if it is itself charged. Remember that a unit always covers itself first.
This is not an obligation.
Completing a charge: when one figure of the unit reaches the opponent, the other figures may continue their movement towards the same opponent if their potential movement is not exhausted.
A line of cavalry charging a square may push the movement of overlapping figures beyond, to contact the square on the other sides. If this line is contacted by other opponents, the squadrons not contacted may continue their charge on the initial objective, splitting the regiment to do so.
A line of cavalry may, if the distance allows, continue on the flank of a unit. Figures fighting on the flank will benefit from the flank attack, but not from the charge bonus. Figures that take the opponent in the flank must be grouped by squadron.
Alternated cavalry charges
To represent alternated charges of cavalry, cavalry may charge as follows.
The following conditions must first be met:
- the unit must be in double line or column of division;
- there must be two or more units in line, to be placed one behind the other.
The first line charges, fights its combat and rallies. The second line, in the same turn in which the first line has rallied, declares a charge on the same enemy.
Counter-charge
Conditions: a counter-charge is possible if permitted by the orders: only a unit that has genuinely been charged may counter-charge.
A counter-charge is subject to the same conditions as a charge, except that it does not need to be declared at the start of the period. The counter-charge may only be triggered at the half-period after the charge that justifies it.
A unit with the order to cover the charged unit may counter-charge. It will of course have a half-period of reaction.
Battalions or squadrons of the same regiment automatically cover one another, so battalions or squadrons may counter-charge if one of them is charged, if the order given to the regiment permits it.
Reaction: during the reaction half-period before the counter-charge, the charged unit may do nothing, unless a marker had been placed beforehand.
Example: a battalion that is charged and has the order to fire may fire in the first half-period, then counter-charge. The first half-period is called the reaction half-period.
If a unit declares a charge on an opponent that remains stationary for a half-period, by its order marker such as: nothing, fire, or no marker (note: a unit may declare a counter-charge even if it is moving), the attacking unit covers a first half-distance in a straight line, and if it does not reach the target without its movement charge bonus, the opposing unit may counter-charge. There are two possible cases:
- either the distance between them at the end of the half-period is slightly greater than or equal to the sum of their respective normal half-movements, and both will be in charge even if the distance bonus is not, or only very little, used;
- or the distance is less than this sum: the attacker will have its bonus, since it has already covered half the distance in a straight line, and its opponent will not.
In the latter case the units must be advanced taking into account that the attacker will move more or less twice its normal speed thanks to the addition of its bonus.
Dodge
A dodge is made in the direction opposite to that of the charge, at the column charge speed. The bonus must be added and the total divided by 2, to advance in a half-period.
A unit that dodges is without formation, and must rally (that is, adopt a formation) on arrival at the end of its dodge movement. To carry out the dodge, the initial half-turn on the spot takes half a period if the unit is in close order; it is made without deduction if the unit is skirmishing.
A company of skirmishers must re-form behind the unit on which it depends.
This dodge movement is not compulsory for skirmishers or foragers in a wood or behind light or hard cover.
A unit in skirmish or foraging order is obliged to rally if it is targeted. If it has time to fire a half-volley (for infantry), it will do so.
A unit with the attitude order to harass must dodge in the face of a charge threatening it.
Passing through a line
A line of infantry may pass in front of another line of infantry. The line being passed must remain stationary but may continue to fire until the unit has passed in front. For this, the line that wishes to pass in front of the other must make a movement up to contact behind, and the movement after that will be just in front of the unit passed.
Artillery movement
On arrival at the end of a journey, whether it lasted one or several periods, an artillery unit goes into battery, and no other activity is possible for it. The same applies to limbering.
A change of orientation may not exceed 45° per period, and takes place at the start of the movement period. A change of angle is considered a movement that takes the period.
A battery may be moved by prolonge or by bricole without limbering or going into battery. The unit may fire in the next fire phase after this movement.
Advance by bricole:
| Artillery type | Distance |
|---|---|
| Foot artillery of 12 | 30 (25mm) / 20 (15mm) paces |
| Foot artillery | 30 (25mm) / 20 (15mm) paces |
| Horse artillery | 30 (25mm) / 20 (15mm) paces |
Withdrawal by prolonge:
| Artillery type | Distance |
|---|---|
| Foot artillery of 12 | 40 (25mm) / 25 (15mm) paces |
| Foot artillery | 50 (25mm) / 35 (15mm) paces |
| Horse artillery | 70 (25mm) / 45 (15mm) paces |
Horse artillery may pass a ford with half its movement.
Fire
Conditions of fire
Fire is only made on troops in sight, allowing for any obstacles or masking (other units). A unit placed on a slope may fire over all units placed below it and at least 20 (25mm) / 15 (15mm) paces from it, except for canister fire.
Distances are measured from base to base.
A unit may only fire on a unit that is in sight and within range for at least one half-period.
A unit that is charged, or contacted without charging, and fires on an opponent will have:
- half effect of fire if the charge arrives with less than a half-movement (including the charge movement bonus, if any);
- full effect of fire if the charge arrives with more than a half-movement (including the charge movement bonus, if any).
Protection
A unit is only counted as "under cover" if it is entirely in cover. If a unit is partly exposed, the opponent may choose to fire without penalty on the exposed figures.
Fire and melee
It is forbidden to fire on bases which are in melee, from the moment they are there. Light-arms fire is permitted against all figures which are not fighting, but artillery will fire on an enemy unit in combat if the distance between the fighting figure and the "targeted" figure is 50 (25mm) / 35 (15mm) paces.
A unit partly in melee may fire with its figures not involved in that close combat. The most common case is a line in the first turn of a close combat, with an enemy at one of its ends; the sides of a square not in close combat may fire.
A unit that fires will designate a target unit and assign the maximum number of figures firing on that unit. The remaining figures may fire at other targets. Target priorities may modify this paragraph.
Fire on a unit leaving a melee, when made by the unit previously in melee, is carried out at range in the second half-period.
Masking
If an enemy unit masks the target unit in the second half-period, it will take the losses of the second half-period. But if it is artillery firing from a hill, and the gap between the target and the masking unit is at least 1/10 of the distance separating the artillery from the target, then the masking unit suffers no losses.
Target priorities
The order of target priority for a given unit is as follows:
- the unit charging it, or coming into contact with it;
- an enemy unit able to charge it, or come into contact with it;
- an enemy unit coming into contact with, or firing on, the unit or position which the unit has been ordered to support, cover, defend, assist or deny;
- an enemy firing on this unit and able to be fired on;
- the nearest enemy.
A unit in base contact with a general is not obliged to respect target priorities 2 to 5 if it is guard or elite, and priorities 3 to 5 for units of other statuses. Under these conditions a unit placed on a hill may fire on an enemy behind the nearest enemy, provided the gap between these two units is at least 1/10 of the firing distance between the artillery and the target.
Light-arms fire
Considering fire as a possible series of several volleys, including reloading, and applying this to the time factor, the following is deduced.
Compared with a half-movement (half of a period) in the game, the rate of fire of muskets may be estimated at two to three shots, whereas musketoons and rifled carbines will fire only once.
Light-arms fire may therefore be constant, and to take account of the faster rate of fire of muskets, it is enough to modify the fire factor.
At equal value, the fire factor of units armed with the musket will therefore be greater than that of units equipped with the rifled carbine or musketoon. Of course, an average is struck between the rate of fire and the value of the shooter. A rifleman, through his training and the quality of his weapon, could have an effectiveness three to four times greater than that of a French fusilier; which, taking account of the different rate of fire, brings the two shooters roughly to equality.
To fire, a unit must be stationary for a half-period (result divided by two) or for a period (whole result).
Any unit armed with the musket, carbine or musketoon may fire in a half-period: it must be stationary for half its movement, and its opponent must be visible to the unit for at least a half-period in which it fires. The procedure of fire is the same, but the loss result is halved (rounded up to the nearest whole number).
Any unit (musket, carbine, musketoon) stationary for a full period, and which sees its opponent during that entire period, proceeds as above but keeps the full loss result.
Example: a company of jägers (rifled carbine) which, during phase 3, moved half its movement, fires in phase 4. The result on the loss table reads "8", so it inflicts 4 losses on its opponent (result halved, shooter stationary for a half-period). During phase 3 of the following turn, it remains stationary for the whole phase, but fires on an opponent visible for only a half-period. The procedure is the same, and the loss table result is halved (shooter stationary for one period but opponent visible for only a half-period).
Fire may be made at 22½° either side of the unit's direction (the unit being perpendicular to its front), an angle extended to 45° for skirmishers or a square. Only figures that enter this angle may fire.
Only the first rank of a unit may fire.
Fire and elite
If one side has, in the front rank of a unit entitled to fire, figures with different fire factors (grenadiers and fusiliers in one line of the same unit, for example), it need only add 1 to the die value: if it rolls a 3, the value is 4, thus +1; for a 4, the value is 5, thus +2. If the front rank of the unit is elite only, the value will be the lower of the two.
Light-arms range
| Weapon | Range (25mm / 15mm, paces) |
|---|---|
| Mousquet (musket) | 150 / 115 |
| Fusil | 200 / 150 |
| Carabine (carbine) | 300 / 230 (may vary to 280 / 215 or 320 / 245 according to country) |
| Arc (bow) | 200 / 150 |
| Saguè (javelin) | 50 / 35 |
Translator's note: these light-arms ranges are as printed in this section of the source. They differ from the ranges given earlier in "Echelle et Matériel" (musketoons 150 / 100, muskets 200 / 130, bows 180 / 120), which are also transcribed as printed. The discrepancy should be checked against the booklet.
Skirmisher screen
A unit in skirmish or foraging order protects the units behind it if those units are beyond a distance of 70 (25mm) / 45 (15mm) paces.
If the units placed behind are within 70 (25mm) / 45 (15mm) paces and still within range of the opponent, they will suffer losses, from which the losses suffered by the skirmish or foraging unit are deducted.
Artillery fire
A gun with its crew and limbers constitutes one unit. When artillery suffers losses, they are considered to be spread across the whole: gunners, guns, trains.
For artillery, the number of figures firing is assessed not per gun but per remaining crew figure in the gun's team. The firepower of a battery therefore diminishes as it loses crew. If a battery is partly masked, its fire is reduced in proportion to the length of front masked.
The target must be within the firing arc and in range for at least a half-period.
The same procedure as for light-arms fire applies. All calibres may fire in a half-period, dividing the result by two; in one full period, keeping the whole result.
The change of orientation of a gun must be made at the start of the movement phase.
An artillery unit whose figures have all been eliminated by fire counts only the figure losses; the gun is left in place. It is nevertheless considered out of action and will therefore be counted as a loss at the end of the game.
The whole budget value is counted when the gun left alone is spiked or overturned; see the special case no. 11 in melee (when the gunners have fled).
If a battery wishes to fire on a target lying between it and a friendly unit, it must be out of the range of ricochets. If the friendly unit is alongside, the enemy unit must present figures beyond a distance of 100 (25mm) / 70 (15mm) paces from the friendly unit, and its line of fire must not cross the nearby friendly unit.
Example:
It is forbidden to fire canister when a friendly unit lies between the gun and the target, even if the gun is on a hill.
It is forbidden to measure the distances separating two units before firing.
Artillery without formation does not fire.
Round-shot penetration
The distance of round-shot penetration is equivalent to the distance of canister.
After reaching its main objective, round shot bounces and may reach other units.
Example: a Bavarian battery of calibre 12 fires on a French division column. Of the six ranks that the calibre 12 can traverse, 3 are. The shot bounces for 200 (25mm) / 130 (15mm) paces. Another division column stands behind it; it will suffer losses with the factors of where it stands, and since it also has 3 ranks, the shot does not continue.
A unit in skirmish or foraging order protects no unit placed behind it and does not count as a rank. However, if it is targeted, the rebound distance will be calculated.
Ranks are considered for infantry in close or massed order, cavalry in close order, and artillery units.
Exception: artillery firing on round-shot-limbered artillery counts its ranks but does not include them in its firing bonuses.
Example: an artillery with a bonus of 6 ranks fires on limbered artillery in 6 sections. The target has 3 ranks of depth. The firing unit will have no rank bonus, but if a target appears behind it, it will have the 3 remaining ranks of possible bonus.
For skirmishers, there is no protective effect. Losses on skirmishers will be calculated on the skirmishers and on the unit placed behind, without deduction of the losses suffered by the skirmishers.
Canister penetration
A unit (infantry, cavalry or artillery) in close order (column, square, limbered) or in line protects the units placed behind it; there is no penetration.
A unit in skirmish and foraging order protects from a distance of one quarter of the canister distance. Otherwise, the units placed behind will suffer losses, from which the losses suffered by the skirmishers are deducted.
Fire procedure
For the calculation of the tactical fire factor against a mass or line, the formation of the targeted unit must be taken into account (the formation in which it is, or in which it is seeking to form at the time it is targeted), whatever its presentation to the enemy troops.
Tactical fire factors
Common to all fire:
| Modifier | Value |
|---|---|
| Target in mass | +1 |
| Target irregular unit | −1 |
| Target in skirmish order | −3 |
| Target foragers | −2 |
| Target cavalry charging the considered unit | −1 |
| Per point of fatigue | −1 |
Special to light-arms fire and artillery canister:
| Modifier | Value |
|---|---|
| Unit in skirmish order (firing) | +1 |
| Target beyond half range at the end of movement | −1 |
| Firer without formation | −2 |
| Firer in disorder | −4 |
| Target cuirassiers and/or on barded horse | −1 |
| Target artillery in position | −1 |
| Target on more than one rank, or in square | +1 |
| Target in light cover | −1 |
| Target in hard cover, construction or redoubt | −3 |
| Fire on an isolated figure (generally an aide-de-camp) | −2 |
| Target below canister range | +2 |
Special to round-shot artillery fire:
| Modifier | Value |
|---|---|
| Target infantry or cavalry in line | −2 |
| Per rank of figures (1) | +1 |
| Target beyond mid-range (2) | −3 |
| Target beyond long range (2) | −6 |
| Target in hard cover, construction or redoubt | −2 |
| Target artillery in position | −2 |
(1) The maximum number of ranks traversed is given by the national characteristics, and the bonus given may not exceed this number of ranks. Infantry in double line gives only a +1 bonus.
Example: a calibre 12 (with a bonus of 6 ranks) fires on a division column. The bonus given is +3 (3 ranks give a bonus of +3) and traverses 3 ranks. There remain 3 ranks that may be hit by the calibre 12.
(2) The distance of the flat trajectory and of the first rebound is the sum of the range, in the national characteristics for canister fire, and the rebound distance.
Loss of an officer in fire
When a general or an aide-de-camp is in contact with a unit that is being fired on, the number of losses is divided by the number of figures remaining. The result is then multiplied by the result of a die roll. If the calculation is greater than 1 and up to and including 3, the officer is wounded and removed from the game but is not counted as a loss; if the calculation is greater than 3, he is dead. See the Table of officer losses, page 79.
Close Combat – Melee
Characteristics of combat
The unit that charges uses its combat factor plus its charge bonus; a unit that does not charge uses its combat factor alone.
At the first contact, combat involves:
- all figures in base contact;
- one extra figure on each side for the side with the wider front, except if the contact is made on the outside of a square.
From the second melee turn, opposing units fight with all the figures of a unit in contact, if there is a deployment gap between the figures (see Definitions / Spacing, page 6).
If the units cannot deploy, they fight with all their figures but without formation.
Units are disorganised from the period following the first melee turn, even if the units do not continue the combat on the second turn.
Units attacking an unbroken square, or on each side of hard or light cover and not having passed the obstacle, fight on the following turn by extending their fronts and counting only the figures in base contact.
When there are units of different status, proceed as for fire, the same case.
Entering a melee and fighting in close combat does not mean that a charge is necessary.
A unit in line may come to support another unit in line by entering the melee from the rear of a friendly unit engaged. The supported unit must have fought for at least one turn.
A unit in column may not be supported.
Fatigue
A unit that carries out a close combat takes a fatigue marker of 1 per turn of combat. This marker remains until the unit has "rested". Rest is only possible if a rest marker is placed for the unit (see markers).
A square that wins (that is, suffers more losses than its enemy) its combat in the first turn against cavalry does not take fatigue.
Combat and elite
If one side has, among the figures that fight (that is, counting the figures in contact on the first melee turn, or the full strength from the second turn), enough elite figures, it need only add 1 to the die value: if it rolls a 3, the value is 4, thus +1; for a 4, the value is 5, thus +2. If the front rank of the unit is elite only, the value will be the lower of the two.
Example 1: a French line battalion and a Russian grenadier battalion charge each other.
On the first melee turn:
- The French battalion has a company of grenadiers in its front rank. It therefore has +1 on the die.
- The Russian grenadier battalion is made up of one lead company of grenadiers and three companies of fusiliers. It therefore does not have +1 on the die, but fights normally with the characteristics of its elites.
On the second melee turn:
- The French still fight with the same basic characteristics, and still with the +1 on the die.
- The Russian figures fighting are not composed exclusively of elites, and so will fight with the characteristics of fusiliers and will have only +1 on the die.
Example 2: the same battalions charge, but this time the grenadier battalion is in line. On the first melee turn:
- The French battalion has a company of grenadiers in its front rank. It therefore has +1 on the die.
- The Russian battalion has 6 fusiliers in contact with the French, a fusilier figure on the left overlapping, and a grenadier figure on the right overlapping. The elite ratio is not respected: 1 elite for 7 regulars is less than 1 elite for 4 regulars. The Russian battalion fights with the characteristics of regulars, without a bonus on the die.
On the second melee turn:
- The French still fight with the same basic characteristics and still with the +1 on the die.
- The Russian figures fighting as a whole now have enough elites to have the +1 bonus on the die.
Melee procedure
- find the combat factor (plus, if applicable, the charge bonus);
- add or subtract the melee tactical factors;
- roll a die for the random factor, read the losses on the same table as for fire, and remove one figure for every 40 losses.
On the first turn, losses are removed from the front rank, always starting with the regulars. On the second turn, losses are removed in proportion to the number of elites compared with regulars.
Losses suffered in fire must of course be removed before the melee is engaged. Furthermore, it must be remembered that losses in fire suffered before the melee and in the same period may reduce the melee tactical factor.
Melee tactical factors
Common factors
| Factor | Value |
|---|---|
| Fresh troops (infantry, cavalry) (1) | +1 |
| Followed up in melee an opponent falling back (3) | +2 |
| Per block of 15 losses from the last fire (4) | −1 |
| Per point of fatigue | −1 |
| Unit disorganised | −1 |
| Unit without formation | −3 |
| Unit in disorder | −5 |
| Opposing artillery in close order | −1 |
Factors specific to infantry
| Factor | Value |
|---|---|
| Ranks in the charge beyond the first (maximum 2) | +1 |
| In simple line against cavalry | −1 |
| In massed column at the front, and on the second turn, against cavalry | +1 |
| In hollow square against cavalry | +2 |
| In solid square against cavalry | +1 |
| Placed above, on a slope | +1 |
| Attacking flank or rear (5) | +2 |
| Attacking flank or rear in a melee | +1 |
| Unit with engineers attacking a construction | +1 |
Factors specific to cavalry
| Factor | Value |
|---|---|
| Second melee turn and after, against an unbroken square: heavy cavalry or lancers | −1 |
| Same, light cavalry | −2 |
| Taking flank or rear on the first turn | +3 |
| Same, in an established melee | +2 |
| Taking flank in a massed battalion | +1 |
Factors specific to artillery
| Factor | Value |
|---|---|
| Gunners in battery | −2 |
| Gunners limbered | −4 |
Factors specific to the opponent
| Factor | Value |
|---|---|
| In light cover | −2 (cavalry −4) |
| In hard cover | −3 (cavalry −6) |
| In a village | −4 |
| In a redoubt or fortified village | −5 |
| Supported by engineers in a construction | −1 |
| Wearing cuirass, caparison and/or shield | −1 |
Notes as printed:
- A unit that has made no close combat and no forced march.
- Taking flank or rear is only valid for the first two turns.
- A unit obtains the +2 for following up in melee even if the beaten unit falls back only a single step.
- Due to the last fire, in the period (or the preceding one, if the unit that did not target has not had time to fire) and before the melee. All the last fire is considered together.
A unit that has suffered fire at half effect will count the penalty due to fire in full.
- The factors are not cumulative, and apply for a maximum of two turns. A diminishing factor, −1 per turn down to 0. Example: a cavalry unit that takes a unit in the rear which is not in melee will have +3 on the first turn, +2 on the next, +1 on the one after, and then no bonus. If it takes a unit in the rear when its opponent is already in melee, it will have +2 on the first and +1 on the next. The same applies to the infantry bonuses.
A rank is counted as a rank if the number of figures is greater than or equal to half the figures of the front rank.
Result of the melee
General case: the unit with the heavier losses falls back 30 (25mm) / 20 (15mm) paces (unless it is in square or a battery) and takes a morale test.
If the result is to obey orders or to halt in place, it continues the combat. If the result is retreat, rout or flight, it leaves the melee (it may be followed up). When the result is rout or flight, the losses the unit has just suffered in close combat are doubled, that is, the number of losses is applied once more to the unit (for example, in close combat the 6 losses of a unit in rout add 6 more losses due to its morale state, not 12).
For a unit to fall back, the conditions must be met simultaneously.
A unit falling back on the first melee turn remains in formation, except in the special cases mentioned below.
A unit that has just pushed back its opponent may or may not be obliged to follow it in its withdrawal, depending on the orders it has received.
Special cases
Infantry and cavalry
A unit taken in the rear by the unit with which it was in melee, following a retreat, rout, etc., fights with half its figures. Its opponent has the bonus for following up in melee. This taking of the rear must take place in the turn following the melee. The opponent fights with all its figures and has the follow-up in melee.
If an infantry column inflicts double the losses on an infantry line, the line fights without formation the following turn.
A cavalry unit that pushes back a line or column of infantry puts it in disorder. A skirmishing unit (thus in line) that has been beaten suffers the same fate.
A unit that cannot fall back (backed against a river, a marsh, a house, a redoubt or a hard obstacle for cavalry, or a unit of Elite or Guard status) is without formation, and its opponent will not have the bonus for following up in melee.
If the melee opposes only cavalry units, and one of the units inflicts at least 50% more losses than the other, the losing unit fights without formation on the next turn.
If cavalry (exclusively) inflicts losses on a square in close combat twice as high as those it suffers, the square is in disorder the following turn (it is broken), but it does not fall back, and so the cavalry does not have the melee follow-up bonus.
A battalion in square or in column of mass, attacked by a battalion in column, fights without formation in the following turns if it is beaten under the conditions stated in the "general case" above. But the square or column of mass does not fall back, and so the opponent does not have the melee follow-up bonus.
A unit in a house or redoubt which receives a withdrawal result, carries out that withdrawal within the house; the opponent following it is without formation. It is evident that not all the combatants could fit in a house, but again, the house is considered a group of dwellings, and the fighting takes place within that group. Two units fighting in a house are both without formation, but they do not suffer the unit-in-house penalty.
Case of attacking a defended obstacle: if the defender falls back and the attacker follows it, it does so without movement penalty, but with the penalty for crossing the obstacle. An infantry unit following its opponent across a hard obstacle will, on the second melee turn, be "without formation"; its opponent will simply be disorganised. It will of course have the melee follow-up bonus.
A cavalry unit may always break off combat and rally (whatever its opponent). This is made away from the enemy with whom it was in melee. It may be followed by the unit it was fighting if the opponent has sufficient movement.
Artillery in battery
Artillerymen beaten in a melee take a morale test. If the result is halt in place, or better, they do not fall back and continue to fight. Artillerymen may abandon their guns before combat and move to protect themselves. They may, for example, take refuge in a house or in a square without movement penalty. Artillerymen may fire in the first half-period (halved) and leave in the second half-period. In this case, they will move at the infantry evade speed corresponding to their status (regular for regular, elite for elite, etc.), that is, at column speed plus charge bonus. Of course the charging unit will stop on the battery, but without formation. Skirmishers and foragers may pass through a battery, and will remain in formation; other formations will be "without formation". They may rejoin their guns if they are intact. A unit of cavalry, infantry or engineers may render the guns unusable by remaining on them for 1 period. A battery taken in the flank nevertheless fights with all its gunners and to a maximum of 8 (but taken in flank).
Limbered artillery
Artillerymen beaten (under the normal conditions, that is, having suffered more losses than they inflicted) abandon their gun and rout, with the exception of elite artillerymen: these are exempt from falling back and remain in place, but with losses increased by 50%.
Loss of an officer in melee
When a general or aide-de-camp is in combat with a unit, carry out a wound test for the general to determine his fate, even if the unit he is with has a favourable result.
The procedure is as follows:
- Multiply the number of close-combat losses, per figure, by the result of a die roll.
- If the result is greater than 1, the general is wounded and removed from the game, but is not taken into account in the final calculation.
- If the result is greater than 3, the general is killed; he is removed from the game and his budget value is counted with the losses.
If the general dies in the melee, the unit carries out a morale test with a penalty equal to the charisma value of the general who died.
See the Table of officer losses, page 79.
Morale
Occasions for testing
The morale of units must be tested in a number of cases. The results of the test are binding, and may lead troops to stop obeying orders.
Occasions for testing morale (numbered as in the source's list):
- Before charging.
- To receive a charge.
- For each lost melee.
- Strength has fallen during the period below 60% of the unit's initial strength, except in a house or redoubt, and for artillery.
- Rout of a friendly unit of equal or higher status, in sight, within 300 (25mm) / 200 (15mm) paces. Minimum 3 figures for cavalry, 5 figures for infantry.
- Arrival with the unit of the commander-in-chief, of a subordinate general on whom the unit depends, or of an aide-de-camp (a voluntary test: the player may choose whether to make it).
- Sight, within 150 (25mm) / 100 (15mm) paces, of an opponent until then hidden by terrain or by other troops.
- For a semi-regular, militia or irregular unit, on first receiving fire.
- For each enemy fire that causes the following number of losses per figure: Guard, Elite and Veteran, 4 losses; Regular and Semi-regular, 3 losses; Irregular and Militia, 2 losses.
- To rally a unit.
- To undertake an action that was not provided for in the orders. Valid for the current turn; that is, before undertaking an action not provided for in the orders.
* Case 9: a unit that undergoes this test at the moment it enters a melee must carry out its retreat, rout or flight movement immediately, and will not be able to fight in the melee. If the result is halt in place, it stops at half a movement from the attacked unit. A unit advancing normally will not make the half-period in which it should have made contact (since the last fire takes place just before that half-period). A unit charging will fall back half the distance, since the charged unit fires without taking account of the distance bonus.
Tests 3, 4 and 10 are made at the end of the period; the other tests are made during the period.
In a charge, the charged unit tests its morale first: if it obtains halt in place, retreat or flight, the charging unit is exempt from testing its morale.
Artillery units are only subject to morale tests 2, 3, 5 and 6.
Test procedure
- determine the base morale factor;
- roll one die and add its value to the base factor;
- add the tactical morale factors;
- read the result of the test and carry it out.
Base morale factor
When a composite unit includes troops of a higher status (such as French or English battalions), its base morale factor is increased by 1 if the troops of higher status have a superior morale and if the "elite":
- is in contact with the rest of the unit;
- has a strength of at least one quarter of the base troops.
Example: an English battalion of 10 companies, of which 2 are elite, will have +1 morale, because the elite, at 4 figures, is one quarter of the 16 figures of regulars.
Uncontrolled advance
A unit in close order charges the nearest opponent, or if he is too far away it approaches him as fast as possible (without firing) for the rest of the current period (test during the period), or for the following period (test at the end of the period).
A unit in skirmish order approaches the enemy for the half-period only, stopping 50 (25mm) / 35 (15mm) paces from him. In any case, the unit does not fire during the half-period.
- There is no change of formation at the moment of an uncontrolled advance.
- The formation and cover consequences of the tactical morale factors are counted or not counted, at the player's choice, when there is an uncontrolled advance.
If the player chooses to count them and the unit goes into uncontrolled advance, it is without formation if it was in square, in a house, a redoubt, or behind hard cover for infantry. It is without formation if it was behind light cover for cavalry, and disorganised for infantry.
Halt in place
The unit faces the enemy. It keeps its full combat capacity in close combat or fire. It may change formation but not move.
Halt in place does not exclude a withdrawal if one is required.
Halt in place has an effect only for the current period.
Retreat
The unit falls back to cover (light cover, hard cover, behind a unit in formation), out of light-arms fire or beyond half the range of artillery fire, by the most direct route.
It is disorganised and may try to turn round if charged; if it is pursued by the enemy with which it was in melee, it fights with half the strength of the last rank. It avoids interpenetrating the friendly units it meets. At the third consecutive period of retreat, make a new morale test.
Rout
Rout movements are as follows:
- Infantry: 110 (25mm) / 75 (15mm) paces;
- Heavy cavalry: 190 (25mm) / 125 (15mm) paces;
- Light cavalry: 220 (25mm) / 145 (15mm) paces.
The unit is in disorder.
A unit in rout must seek to reach its table edge by the most direct route.
If it passes within 20 (25mm) / 15 (15mm) paces of a friendly unit, it seeks to interpenetrate it, unless it represents a strength equal to or less than 30% of the friendly unit. Guard, elite or square units do not allow interpenetration. It carries out this rout movement presenting a front equal to two-thirds of the front of the melee preceding the rout (rounded down).
Victorious units which were in melee, and which may follow the routing unit according to their orders, may do so at the same speed, but they will be without formation. Light cavalry may pursue any units; heavy cavalry only infantry and heavy cavalry; infantry only infantry. In this case only, the unit benefits from the melee follow-up against a retreating opponent.
Rout can only be stopped by a morale test made:
- at the end of a period in which the unit has come within 150 (25mm) / 100 (15mm) paces of a friendly unit in formation (other than skirmishers) and facing the enemy;
- at the moment the unit is joined by a general or an aide-de-camp.
If there is a melee during the rout, the unit may test again, and it becomes a flight, or remains a rout, if the result is rout or better.
If the rout is stopped, the unit must spend one period forming into the formation of its choice. If attacked during this period, it would be considered without formation. Rallying always takes a full period, even if the rout is stopped following a test made during the period.
Artillerymen abandon their guns in a rout. The guns will hinder passage as usual.
Common to routs and retreats: a unit taken in the rear by the unit with which it was in melee, following a retreat or rout, fights as described in the special cases of the melee results.
Flight
Flight follows the same procedure as rout, with the same consequences.
Movements are as follows:
- Infantry: 160 (25mm) / 100 (15mm) paces;
- Heavy cavalry: 250 (25mm) / 165 (15mm) paces;
- Light cavalry: 300 (25mm) / 200 (15mm) paces.
The unit may not take further morale tests (close combat during flight) or be rallied. Flight cannot be stopped.
Warning: units in flight (whatever the number of figures they contain, even a single figure) remain on the table. They carry out their flight movement to their table edge, and are then removed.
Artillerymen abandon their guns in a flight. The guns will hinder passage as usual.
Common to flights, routs and retreats: retreat, rout or flight movements must be made during the first half-period, away from the enemy which causes the movement.
Prisoners
Units which can neither flee, rout or retreat, for lack of a path for flight (backed against a river or a marsh, etc.), are taken prisoner. A guard unit may refuse surrender whatever the result of the morale test. An elite unit may refuse surrender if the unit obtains a morale result of retreat, but will surrender if the result is rout.
A unit taken prisoner is removed from the game and counted among the losses. Units in a construction with a morale test result of flight, rout or retreat are taken prisoner under the conditions stated above.
A prisoner unit counts double in the losses.
Troops leaving the table
A unit leaving the table in rout or flight may in no circumstances return to it. A unit leaving the table in retreat takes a morale test at the moment it leaves. If it obtains "obey orders" or better, it spends the following period reorganising on the table at its exit point, and then becomes fully operational. If it obtains "halt in place" or worse, it leaves permanently.
Tactical morale factors
Formation and cover consequences
| Factor | Value |
|---|---|
| Unit in light cover or bordering a stream | +1 |
| Unit in hard cover | +2 |
| Unit in a construction (7) | +3 |
| Infantry in hollow square against cavalry | +2 |
| Infantry in solid square against cavalry | +1 |
| Unit in mass (10) | +1 |
| Infantry in line against cavalry | −2 |
| Cavalry against square | −1 |
Circumstances of morale and cohesion
| Factor | Value |
|---|---|
| Unit in rout and/or disorder | −4 |
| Unit in retreat and/or without formation | −1 |
| Unit that has suffered a rout (permanent penalty) | −1 |
| Infantry charging | +1 |
| Cavalry charging | +2 |
Environment
| Factor | Value |
|---|---|
| More friendly units than enemy units within 300 (25mm) / 200 (15mm) paces (1) | +2 |
| More enemy units than friendly units within 300 (25mm) / 200 (15mm) paces (1) | −2 |
| Enemy to the rear (5) | −3 |
| Enemy on the flank (5) | −2 |
| Each enemy rout within 300 (25mm) / 200 (15mm) paces (4) | +2 |
| Each friendly rout within 300 (25mm) / 200 (15mm) paces (4) | −2 |
| Per artillery battery which has fired on an enemy threatening the unit considered | +1 |
Officers
| Factor | Value |
|---|---|
| General in the zone of influence of the general (2) | +X or −X |
| General with the unit (2) | +X or −X |
| General killed and not replaced | −1 |
Consequences of melee
| Factor | Value |
|---|---|
| Unit that has just won a melee during the period or the preceding one (8) | +1 |
| Having just lost a melee | −1 |
| Having just lost a melee for the 2nd consecutive time | −4 |
| Having just lost a melee for the 3rd or more consecutive time | −8 |
| Per additional enemy unit engaged causing the loss of the melee (9) | −2 |
| Per 20 losses of difference (unit having the most losses) | −1 |
Consequences of losses (3)
| Factor | Value |
|---|---|
| For each enemy unit firing on the unit considered that has caused at least 15 losses (6) | −1 |
| Per 5 losses per figure (losses in the turn: fire and combat) | −1 |
| Strength remaining | −X |
Strength remaining
The strength-remaining modifier is given by the following table, by status column (G, E, V, R, S-R, M, I) and the percentage of initial strength remaining.
| Strength remaining | G | E | V | R | S-R | M | I |
|---|---|---|---|---|---|---|---|
| 90% | 0 | 0 | 0 | 0 | -1 | -1 | -1 |
| 80% | 0 | 0 | -1 | -1 | -2 | -3 | -3 |
| 70% | -1 | -1 | -1 | -2 | -3 | -4 | -5 |
Morale results table
Morale is determined by adding the die roll to the base factor and the tactical factors, then reading the result from the table below (column = unit status; row = modified result).
| Die result | Guard | Elite | Veteran | Regular | Semi-regular | Militia | Irregular |
|---|---|---|---|---|---|---|---|
| 11 or more | Obey | Obey | Uncontrolled advance | Uncontrolled advance | Uncontrolled advance | Uncontrolled advance | Uncontrolled advance |
| 9 or 10 | Obey | Obey | Obey | Uncontrolled advance | Uncontrolled advance | Uncontrolled advance | Uncontrolled advance |
| 7 or 8 | Obey | Obey | Obey | Obey | Obey |
Explanations and details of the morale factors
Number of enemies / friends (1): units within 300 (25mm) / 200 (15mm) paces which count must be in sight, except artillery, which must have fired during the turn.
Units counted are those constituted at the start: an infantry battalion, a cavalry regiment, and an artillery battery. If units are split, the unit counts only once; if there is a main unit, it is that which counts.
The minimum is 5 figures for cavalry and 8 for infantry.
Enemy units in melee are counted.
Units (battalions or squadrons together) of the same regiment count double.
Units in retreat, rout, flight, without formation, in disorder or in melee (unless they are in the same melee) do not count.
Units of a higher status count double.
Morale bonus provided by an officer (2): the morale factors of generals are not cumulative. Only one general is taken into account. The X is the general's charisma. The score may be taken between + the morale value and − the morale value. Example: a general with charisma 2 will give a factor of +2, +1, 0, −1 or −2.
The bonus or penalty given by the general is always given after the die roll.
If the general dies during a melee or a fire, the unit will suffer a penalty equal to the charisma value of the general who died. Example: if the general has charisma 4, the unit will have a penalty of 4.
Strength taken into account (3): for the consequences of losses, the strength at the moment the unit's morale is tested will be taken into account.
Rout and flight around a unit (4): disregard routs of 2 figures and fewer for cavalry and artillery, and 4 figures and fewer for infantry.
These bonuses/penalties are given if the routing or fleeing unit passed within 300 (25mm) / 200 (15mm) paces during the period. The rout or flight of a friendly unit is considered if it is of equal or higher status.
Threatening a unit (5): enemy to the rear or flank, whatever the number and strength of the enemy units which are neither in retreat, rout nor flight. The flank or rear of the unit must be within the zone of action of the enemy.
Penalties by flank and rear: two or more enemies on the same flank do not give a greater penalty. By flank: that is, 2 enemy units on 2 flanks will give −4.
Morale and losses from fire (6): the enemy unit causing at least 15 losses by fire on the unit considered.
Unit in a construction (7): construction, even if reduced to the status of hard cover.
Morale and winning a melee (8): +4 if it is an impetuous unit (*).
The source marks this as "(*)" and does not otherwise explain the impetuous-unit marking in this section.
Losing against several units (9): units must win melees separately. If a unit in melee loses against one enemy and wins against another, there is no −2. Example: if a Russian battalion loses against two French battalions, the Russian battalion has −1 for having just lost the melee for the first time, and −2 because there are two enemy units which caused it to lose the melee. If it loses against three enemies, it will have −4; against four, −6.
Unit in mass (10): if the unit in mass has had time to form square against cavalry, this factor will not be considered. (The factor applies to infantry in solid or massed square against cavalry.)
Losses, Dice Modifiers, Victory Conditions and Annexes
Losses
Loss table
The loss table gives, for a factor (row) and a number of figures (column), the number of losses. The table is used for fire and for melee.
| Factor \ figures | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 |
|---|
Translator's note: the source table is reproduced as printed. Row and column labels follow the source layout; the bottom row of column numbers repeats the header.
Removing figures from units
One figure is removed for every six losses. For playability, figures are removed from units as follows. As a priority, units should keep the same proportions in their companies.
Companies in the centre are removed first for mixed units, and otherwise in the manner the player finds convenient.
When two artillery figures fall, one section is removed. If the guns have been spiked, all the sections are removed, and the losses to the budget are counted at half the value of the remaining figures.
For simplicity of management, a six-sided die placed beside the unit represents the remainder of the losses.
Dice modifiers table
This table applies to melee only.
| Charisma (row) \ die score (column) | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| 0 (1) | 0 | 0 | 1 | 1 | 2 | 2 |
| 1 | 1 | 1 | 1 | 1 | 2 | 2 |
| 2 | 1 | 1 | 2 | 2 | 2 | 2 |
| 3 | 1 | 1 | 2 |
(1) Officer with charisma 0, or absence of an officer. The officer must be in contact.
For morale and fire tests:
| Die | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| Bonus | 0 | 0 | 1 | 1 | 2 | 2 |
Victory conditions
A difference in losses of 5% to 10% of the budget gives a minor victory.
A difference in losses of 10% to 15% of the budget gives a victory.
A difference in losses of more than 15% of the budget gives a major victory.
Annexes
Table of strength ratios
Where the number of figures remaining is not given, the figure shown above is taken. For example, a French battalion of 18 figures which has suffered 3 figure losses is at 15 figures; it is therefore considered at 90% (that is, 16 figures of strength for the consequence of losses on morale).
The table gives, for an initial strength (row), the number of figures remaining at each percentage of initial strength (columns). Blank cells are as printed in the source.
| Initial strength | 90% | 80% | 70% | 60% | 50% | 40% | 30% | 20% | 10% |
|---|---|---|---|---|---|---|---|---|---|
| 2 | 1 | ||||||||
| 3 | 2 | 1 | |||||||
| 4 |
Time to pass from close order to dispersed order
Time to deploy as skirmishers from a line:
- 1 to 8 figures: ½ period
- 9 to 14 figures: 1 period
- 15 to 19 figures: 1½ periods
- 20 to 26 figures: 2 periods
- 27 to 31 figures: 2½ periods
Time to deploy as skirmishers from a column of march:
- 1 to 3 ranks: ½ period
- 4 and 5 ranks: 1 period
- 6 ranks: 1½ periods
- 7 and 8 ranks: 2 periods
- 9 and 10 ranks: 2½ periods
- 11 ranks: 3 periods
- 12 ranks: 3½ periods
- 13 to 16 ranks: 4 periods
- 17 to 19 ranks: 4½ periods
Time to deploy as skirmishers from a column of division:
- 1 and 2 ranks: ½ period
- 3 ranks: 1 period
- 4 ranks: 1½ periods
- 5 ranks: 2 periods
- 6 ranks: 2½ periods
Time to deploy in foraging order from a line:
- 1 to 10 figures: ½ period
- 11 to 17 figures: 1 period
- 18 to 25 figures: 1½ periods
- 26 to 32 figures: 2 periods
- 33 to 39 figures: 2½ periods
Time to deploy in foraging order from a column of march:
- 1 to 3 ranks: ½ period
- 4 and 5 ranks: 1 period
- 6 ranks: 1½ periods
- 7 and 8 ranks: 2 periods
- 9 and 10 ranks: 2½ periods
- 11 ranks: 3 periods
- 12 and 13 ranks: 3½ periods
- 14 and 15 ranks: 4 periods
Time to deploy in foraging order from a column of division:
- 1 and 2 ranks: ½ period
- 3 ranks: 1 period
- 4 ranks: 1½ periods
- 5 ranks: 2½ periods
- 6 ranks: 3 periods
Capture of flags (optional rule)
Optional rule. Each cavalry regiment or infantry battalion has a flag. To capture an enemy flag, a unit must win the melee. Then make a test, using the modifiers below.
| Modifier | Value |
|---|---|
| Per additional unit in contact | +2 |
| First melee won | +1 |
| Second consecutive melee won | +3 |
| Third consecutive melee won | +5 |
| Opponent without formation | +1 |
| Opponent in rout | +1 |
| Opponent in disorder | +2 |
| Opponent in flight | +2 |
| Per block of 15 losses inflicted in combat (maximum 3) | +1 |
| Per block of 15 losses inflicted in combat (maximum 3) | −1 |
| Unit charged | −2 |
| Unit charging |
(1) Depending on the general's charisma.
Above 7, the flag is taken. Any unit that loses its flag loses one point of morale.
Translator's note: the source prints the same label, "per block of 15 losses inflicted in combat (max 3)", on two lines, with +1 and −1; both are transcribed as printed, and the booklet should be checked for what the −1 refers to.
Table of officer losses
The following table gives the number of losses between which the officer is wounded. Below the range, the officer is unharmed; above it, he dies.
For example, a general supports a battalion with 14 figures remaining, which has suffered 42 losses in melee. The player rolls a D6. He is safe on a score of 1, 2 or 3, wounded on a score of 4 or 5, and dies on a 6. The player rolls 5; 42 losses fall between 34 and 50, so the general is wounded.
| Figures remaining | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| 1 | 12-17 | 6-8 | 4-5 | 3-4 | 3-3 | 2-2 |
| 2 | 24-35 | 12-17 | 8-11 | 6-8 | 5-7 | 4-5 |
| 3 | 36-53 | 18-26 | 12-17 | 9-13 | 8-10 | 6-8 |
| 4 | 48-71 | 24-35 |
Table to help with the −5 losses per figure penalty
This table is an aid for calculating the number of losses per figure more quickly. Go down the column for the number of figures remaining and find the band of losses in which the unit lies.
For example, a unit with 14 figures remaining has just suffered a total of 124 losses. The band is 105–175, and the unit has a penalty of −2.
| Figures remaining | −10 | −9 | −8 | −7 | −6 | −5 | −4 | −3 | −2 | −1 |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 48-52 | 43-47 | 38-42 | 33-37 | 28-32 | 23-27 | 18-22 | 13-17 | 8-12 | 3-7 |
| 2 | 95-105 | 85-95 | 75-85 | 65-75 | 55-65 | 45-55 | 35-45 | 25-35 | 15-25 |
Scenarios
The scenarios page of the source is an index of historical engagements. It gives the date, name and the two sides of each engagement, grouped by conflict. The individual scenario set-ups are on separate pages of the site and are not included in this transcription. The site's upload dates and status flags have been omitted.
Column headings in the source: "Scénario originel" (original scenario), "Date", "Nom de l'engagement" (engagement name), "Protagonistes" (sides).
1° Coalition (20 April 1792 – 18 October 1797)
| Date | Engagement | Sides |
|---|---|---|
| 30/04/1792 | Combat de Quiévrain | France Républicaine v Autriche |
| 02/12/1793 | Combat de Berstheim | France Républicaine v Émigré |
Guerre de Vendée et chouanneries (3 March 1793 – 26 June 1815)
| Date | Engagement | Sides |
|---|---|---|
| 21/07/1795 | Quiberon | France Républicaine v Chouans / Émigrés / Grande-Bretagne |
2° Coalition (1798 – 1802)
| Date | Engagement | Sides |
|---|---|---|
| 21/07/1798 | Bataille des Pyramides | France Républicaine v Empire Ottoman |
| 25/02/1799 | Bataille de Gaza | France Républicaine v Empire Ottoman |
| 8/03/1801 | Dunes d'Aboukir | France Républicaine v Grande-Bretagne |
Rébellion irlandaise de 1798
| Date | Engagement | Sides |
|---|---|---|
| 27/08/1798 | Castelbar | France Républicaine / Rebelles Irlandais v Grande-Bretagne |
Deuxième guerre anglo-marathe (1802–1804)
| Date | Engagement | Sides |
|---|---|---|
| 23/09/1803 | Assaye | Empire Marathe v Grande-Bretagne |
3° Coalition (29 August – 26 December 1805)
| Date | Engagement | Sides |
|---|---|---|
| 30/10/1805 | Caldiero (Panterona) | France v Autriche |
| 31/10/1805 | Lambach | France v Autriche-Russie |
| 2/12/1805 | Austerlitz-Telnitz | France v Autriche-Russie |
| 2/12/1805 | Austerlitz-Bosenitz | France v Russie |
4° Coalition (1806 – 1807)
| Date | Engagement | Sides |
|---|---|---|
| 4/07/1806 | Maïda | France v Grande-Bretagne |
| 26/12/1806 | Plutusk | France v Russie |
| 6/02/1807 | Hoff | France v Russie |
Guerre russo-turque de 1806–1812
| Date | Engagement | Sides |
|---|---|---|
| 7/09/1810 | Batin | Russie v Empire Ottoman |
Guerre de péninsule (1808 – 1814)
| Date | Engagement | Sides |
|---|---|---|
| 17/08/1808 | Roliça | France v Grande-Bretagne |
| 21/08/1808 | Vimiero | France v Grande-Bretagne |
| 3/01/1809 | Cacabelos | France v Grande-Bretagne |
| 16/01/1809 | La Corogne | France v Grande-Bretagne |
| 27/09/1810 | Bussaco I | France v Grande-Bretagne |
| 27/09/1810 | Bussaco II | France v Grande-Bretagne |
| 5/05/1811 | Fuentes de Oñoro | France v Grande-Bretagne – Portugal |
| 22/07/1812 | Les Arapiles | France v Grande-Bretagne – Portugal |
5° Coalition (10 April – 14 October 1809)
| Date | Engagement | Sides |
|---|---|---|
| 8/05/1809 | La Piave | France v Autriche |
| 21/05/1809 | Gospich | France v Autriche |
6° Coalition (1812 – 1814)
| Date | Engagement | Sides |
|---|---|---|
| 29/07/1812 | Jakoubowo | France v Russie |
| 12/08/1812 | Poddoubie | Russie v Autriche – Saxe |
| 12/08/1812 | Gorodeczna | Russie v Autriche |
| 30/10/1813 | Hanau | France v Autriche – Bavière |
| 10/02/1814 | Champaubert | France v Russie |
Guerre anglo-américaine 1812–1815
| Date | Engagement | Sides |
|---|---|---|
| 25 July 1814 | Bataille de Lundy's Lane | États-Unis d'Amérique v Grande-Bretagne |
7° Coalition (10 March – 8 July 1815)
| Date | Engagement | Sides |
|---|---|---|
| 16/06/1815 | Quatre Bras | France v Grande-Bretagne |
| 18/06/1815 | Hougoumont | France v Grande-Bretagne |