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Napoleon's Battles

Napoleon's Battles Rulebook

Table of Contents

Table of Contents

  • 0.0 Foreword: Basing
  • 1.0 Introduction
    • 1.1 General Definitions and Game Terminology
      • 1.1.1 Players
        • 1.1.1.1 Active and Inactive
        • 1.1.1.2 Players and Unit Control
        • 1.1.1.3 Friends and Enemies
      • 1.1.2 Head of the Column
      • 1.1.3 Units
        • 1.1.3.1 Combat Units
        • 1.1.3.2 Generals
        • 1.1.3.3 Messengers
        • 1.1.3.4 Supply Train Units
      • 1.1.4 Commanding Generals
        • 1.1.4.1 Commander-in-Chief (Army Commander)
        • 1.1.4.2 Wing Commander
        • 1.1.4.3 Corps Commander
        • 1.1.4.4 Divisional Generals
    • 1.2 The Dice
    • 1.3 Modifiers
      • 1.3.1 Die Roll Modifiers
      • 1.3.2 Other Modifiers
    • 1.4 Formations
      • 1.4.1 Unit Frontage
      • 1.4.2 Unit Formations
        • 1.4.2.1 Line Formation
        • 1.4.2.2 Column Formation
        • 1.4.2.3 Square Formation
        • 1.4.2.4 Marching Column Formation
        • 1.4.2.5 Deployed or Limbered Artillery
        • 1.4.2.6 Units in Built-Up Areas
    • 1.5 Friendly Units in Contact
    • 1.6 Measuring Distances
  • 2.0 Information
    • 2.1 General Characteristics
      • 2.1.1 Command Radius
      • 2.1.2 Grade
      • 2.1.3 Control
      • 2.1.4 Combat
    • 2.2 Unit Profile
      • 2.2.1 Unit Type
      • 2.2.2 The Combat Section
      • 2.2.3 Disorder and Rout Numbers
      • 2.2.4 The Control Factor and the Broken Number
      • 2.2.5 The Fire Section
      • 2.2.6 The Movement Section
        • 2.2.6.1 In Column or Limbered
        • 2.2.6.2 In Line or Deployed
        • 2.2.6.3 In Marching Column
      • 2.2.7 Movement Modifiers
        • 2.2.7.1 Rough Ground or Square
        • 2.2.7.2 Backward or Sideways Movement
        • 2.2.7.3 Changing Formation
      • 2.2.8 Points
      • 2.2.9 Notes
  • Sequence of Play
    • 3.0 Initial Phase
      • 3.1 Weather
      • 3.2 Initiative
    • 4.0 Active Player Phase
      • 4.1 Control Phase
        • 4.1.1 Entering the Table
        • 4.1.2 Communications
        • 4.1.3 Rallying Routed Units
      • 4.2 Manoeuvre
        • 4.2.2 Administration
        • 4.2.3 Movement
        • 4.2.4 Inactive Cavalry Reaction
      • 4.3 Artillery and Small-Arms Fire
      • 4.4 Combat
      • 4.5 Construction and Destruction
      • 4.6 Pursuit
      • 4.7 Isolation
    • 5.0 Inactive Player Phase
    • 6.0 Victory Conditions and Game Length
  • 7.0 Control
    • 7.1 Rallying Routed Units
      • 7.1.1 Procedure for Rallying Routed Units
      • 7.1.2 Circumstance Modifiers
    • 7.2 Checking the Chain of Command¹²
      • 7.2.1 Units In Command
      • 7.2.2 Command Radius
      • 7.2.3 Procedure for Determining Unit Status
      • 7.2.4 A General's Status
        • 7.2.4.1 A Staff General's Status
        • 7.2.4.2 A Divisional General's Status
      • 7.2.5 Opponent Checking the Chain of Command
  • 8.0 Movement
    • 8.1 General Movement Rules
      • 8.1.1 Movement Sequence
      • 8.1.2 Movement Speed
      • 8.1.3 Unit Interpenetration
      • 8.1.4 Entering and Leaving the Table
        • 8.1.4.1 Entering the Table
        • 8.1.4.2 Leaving the Table
    • 8.2 Unit Movement Procedures
      • 8.2.1 Forward Movement
      • 8.2.2 Moving Backward
      • 8.2.3 Moving Sideways
      • 8.2.4 Wheeling
      • 8.2.5 Changing Formation
        • 8.2.5.1 Restrictions on Formation Changes
        • 8.2.5.2 Procedure for Changing Formation
        • 8.2.5.3 Reversing Facing
      • 8.2.6 Obstacles and Rough Ground
        • 8.2.6.1 Rough Ground
        • 8.2.6.2 Combining Multiple Obstacles
        • 8.2.6.3 Impassable Ground
    • 8.3 Movement through Towns and Groups of Buildings
    • 8.4 Contacting Enemy Units
      • 8.4.1 Procedure for Contacting Enemy Units
      • 8.4.2 Separating Combats¹⁴
      • 8.4.3 Examples
      • 8.4.4 Emergency Square
        • 8.4.4.1 Emergency Square Procedure
        • 8.4.4.2 Friendly Units in Contact
        • 8.4.4.3 Emergency Square Modifiers
    • 8.5 Movement of Formed Units
      • 8.5.1 Normal Movement
  • 9.0 Artillery and Small-Arms Fire
    • 9.1 General Rules for Artillery and Small-Arms Fire
    • 9.2 Limitations on Artillery and Small-Arms Fire
      • 9.2.1 General Limitations
      • 9.2.2 Range
      • 9.2.3 Fire Arc
        • 9.2.3.1 Infantry Fire Arc
        • 9.2.3.2 Artillery Fire Arc
    • 9.3 Procedure for Artillery and Small-Arms Fire
      • 9.3.1 Firing Sequence
      • 9.3.2 Artillery Fire against Buildings and Fortifications
      • 9.3.3 Fire Result
    • 9.4 Artillery and Small-Arms Fire Modifiers
      • 9.4.1 Firing Unit's Skill
      • 9.4.2 Target under Cover
  • 10.0 Combat
    • 10.1 General Combat Rules
      • 10.1.1 Order of Resolving Combats
      • 10.1.2 Main Unit in a Combat
      • 10.1.3 Definition of Attacking Cavalry
    • 10.2 Combat Procedure
    • 10.3 Circumstance Modifiers
      • 10.3.1 Units and Generals in Contact
        • 10.3.1.1 Unit Formation
        • 10.3.1.2 Generals
      • 10.3.2 Buildings and Fortifications
      • 10.3.3 High Ground
      • 10.3.4 Woods
      • 10.3.5 Disordered or Routed²⁰
      • 10.3.7 Numerical Advantage
      • 10.3.8 Fords, Marching Column, or Lying Prone
      • 10.3.9 Fortifications
      • 10.3.10 Cavalry against Troops in Buildings or Fortifications
      • 10.3.11 Unsupplied Units
    • 10.4 Winner's Losses
    • 10.5 Cavalry against Infantry in Square
  • 11.0 Consequences of Losses Suffered
    • 11.1 Disorder
    • 11.2 Rout
    • 11.3 Broken Units
    • 11.4 Elimination
  • 12.0 Victory Conditions
    • 12.1 Decisive Victory
    • 12.2 Victory on Points
  • 13.0 Advanced Command Rules
    • 13.1 Marching Column
    • 13.2 Worn-Down Troops
    • 13.3 Advanced Morale Rules
  • 14.0 Advanced Movement Rules
    • 14.1 Use of the Guard
    • 14.2 Evasive Movement
    • 14.3 Retreat
      • 14.3.1 Procedure for Attempting to Retreat
      • 14.3.2 Retreat Attempt Modifiers
      • 14.3.3 Retreat Procedure
    • 14.4 Dismounted Cavalry
      • 14.4.1 Cavalry Units That Can Also Operate Dismounted
      • 14.4.2 Procedure for Dismounting and Remounting
        • 14.4.2.1 Dismounting
        • 14.4.2.2 Remounting
      • 14.4.3 Using Dismounted Cavalry
      • 14.4.4 Dismounted Cavalry in Rout
    • 14.5 Detachments
      • 14.5.1 Detaching Troops
      • 14.5.2 Marking the Detachment
      • 14.5.3 Occupying a Position
      • 14.5.4 Rejoining a Detachment
      • 14.5.5 Using a Detachment
    • 14.6 Formation Changes to the Left or Right
  • 15.0 Advanced Fire and Combat Rules
    • 15.1 Advanced Disorder and Rout Rules
      • 15.1.1 Increasing the Disorder Number
      • 15.1.1 Increasing the Rout Number
    • 15.2 Combats in Movement
      • 15.2.1 Rules for Combats in Movement
      • 15.2.2 Eliminating and Replacing Generals and Messengers
      • 15.2.3 Combats in Movement with Wagons
      • 15.2.4 Combats in Movement with Routed Units
    • 15.3 Ties in Combat
    • 15.4 Buildings and Structures on Fire
    • 15.5 Units That Surrender
    • 15.6 Advanced Rules for Routed Artillery
    • 15.7 Advanced Rules for Cuirassiers
  • 17.0 Observation and Weather
    • 17.1 Observation
      • 17.1.1 Effects of Observation
      • 17.1.2 Observation and Terrain Features
        • 17.1.2.1 Buildings
        • 17.1.2.2 Woods
        • 17.1.2.3 Depressions and Obstacles
        • 17.1.2.4 Revealed by Fire
        • 17.1.2.1 Rises
      • 17.1.3 Observation Procedure
    • 17.2 Hidden Units: Some Methods
      • 17.2.1 Method 1: Movement on a Map
      • 17.2.2 Method 2: Mystery Counters
      • 17.2.3 Method 3: Pandora's Box
    • 17.3 Effects of Weather
      • 17.3.1 Determining the Effects
        • 17.3.1.1 Setting Maximum Observation Distance
        • 17.3.1.2 Weather and Observation Table
  • 18.0 Optional Movement Rules
    • 18.1 Troops Lying Prone
      • 18.1.1 Lying Prone and Standing Up
      • 18.1.2 Effects
      • 18.1.3 Lying Prone When Attacked
    • 18.2 Optional Formations
      • 18.2.1 Great Batteries
      • 18.2.2 Divisional Square
      • 18.2.2.1 Setting Up Divisional Square
      • 18.2.2.2 Using Divisional Square
    • 18.3 Forced Marches
      • 18.3.1 Straggler Procedure
      • 18.3.2 Straggler Modifiers
        • 18.3.2.1 Broken
        • 18.3.2.2 General's Grade
      • 18.3.3 Effects of Stragglers
    • 18.4 Construction and Destruction of Field Works
      • 18.4.1 Destroying Obstacles
      • 18.4.2 Large Works
        • 18.4.2.1 Construction Procedure
        • 18.4.2.2 Types of Construction
    • 18.5 Civilian Drivers for Artillery Limbers
    • 18.6 Optional Evasive Movement
    • 18.7 Escorts
    • 18.8 Emergency Square
  • 19.0 Optional Combat Rules
    • 19.1 Optional Artillery Range Rules
    • 19.3 Old Guard Gunners
    • 19.4 Attack by Irregular Units
  • 20.0 Optional Rules for Generals
    • 20.1 Special Options for Generals
      • 20.1.1 Blücher
      • 20.1.2 Napoleon Bonaparte
      • 20.1.3 The Duke of Wellington
      • 20.1.4 Non-French Generals
      • 20.1.5 Wounded or Disabled Generals
    • 20.3 Multi-player Games
      • 20.3.1 Command Control with Multiple Players
      • 20.3.2 Messengers
    • 20.4 Initiative
      • 20.4.1 Changing the Number of Turns
      • 20.4.2 Changing the Sequence of Play
      • 20.4.3 Ignoring Attrition
    • 20.5 Free Rolls
  • Appendix A: Optional Skirmish Rules
    • A1. Deploying Skirmishers
      • A1.1 Skirmisher Bases
      • A1.2 Command Control
      • A1.3 Procedure for Deploying Skirmishers
      • A1.4 Procedure for Recalling Skirmishers
    • A2. Skirmisher Movement
    • A3. Fire
      • A3.4 Procedure for Skirmisher Fire
      • A3.5 Skirmisher Fire Modifiers
      • A3.6 Fire from Other Units against Skirmishers
    • A4. Melee
  • Appendix B: Orders and Communications
    • B1 Orders
    • B1.4 Order Types
      • B1.4.1 Attack
      • B1.4.2 Manoeuvre
      • B1.4.3 Defence
      • B1.4.4 Support
      • B1.4.5 Reserve
    • B1.5 Changing Orders
      • B1.5.1 Procedure for Writing an Order
      • B1.5.2 Procedure for Activating an Order
    • B1.6 General's Control Modifiers
      • B1.6.1 High Ground
      • B1.6.2 General at a High Observation Point
      • B1.6.3 Reserve
      • B1.6.4 Command Radius
    • B1.7 Combining Orders
  • Reference Charts
    • Small-Arms Fire Modifiers
    • Artillery Fire Modifiers
    • Observation and Weather
    • Melee Modifiers
    • Artillery Range Table

0.0 Foreword: Basing

The base sizes for the original Napoleon's Battles box are given in a separate booklet, "Introduction to Miniature Wargaming." They are reproduced here for convenience.

Unit typeFigures per baseBase size (frontage x depth)
Infantry in three ranks¹43/4" x 1" (1.9 x 2.5 cm)
Infantry in two ranks²41" x 1" (2.5 x 2.5 cm)
Cavalry41" x 2" (2.5 x 5 cm)
Horse artillery2 figures and one gun model³1½" x 1" (3.8 x 2.5 cm)
Foot artillery3 figures and one gun model⁴1½" x 1" (3.8 x 2.5 cm)
Artillery limbers1-3 figures and 2-6 horses plus limber1½" x 3" (3.8 x 7.5 cm)
Wagon trains2 figures and 2-4 horses plus limber1½" x 3" (3.8 x 10 cm)
Pack trains2 figures and 2-6 horses1½" x 3" (3.8 x 10 cm)
Assault boatsfigures and models as desired2" x 4" (5 x 10 cm)
Divisional general1 figure⁵1" x 1" (2.5 x 2.5 cm)
Corps general2 figures1½" x 1½" (3.8 x 3.8 cm)
Wing/centre commander3 figures2" x 2" (5 x 5 cm)
Commander-in-chief4 figures2" x 2" (5 x 5 cm)

¹ Three-rank basing may be used, if desired, as the standard basing for infantry in general. Virtually all infantry of the Napoleonic period, except British and Portuguese infantry from 1809 on, deployed in three ranks. ² Two-rank basing is optional. If used, it is reserved for British infantry and Portuguese infantry after 1809. ³ It is best not to glue the gun model to the base, so that the convention of turning the gun toward the rear of the base can be used to show limbered artillery, or the gun can be left in place when the gunners rout. ⁴ The different figure count is used to visually distinguish the different types of artillery. See the previous note on the gun model. ⁵ The different figure count is used to visually identify a general's grade.

The rules are designed for 15mm miniatures. For figures between 20mm and 30mm, double every measurement given in the rules (bases, movement, firing range, etc.). For miniatures between 2mm and 6mm, use the same values but measured in centimetres for every distance in the rules; alternatively, mount the miniatures on bases of the same size as given for 15mm, remembering that a base must still be removed once the unit suffers four losses, regardless of how many figures sit on that base.

1.0 Introduction

1.1 General Definitions and Game Terminology

1.1.1 Players

1.1.1.1 Active and Inactive

The player(s) currently executing the phases of a turn are called active players, and their units active units. The other player(s) are called inactive players, and their units inactive units.

1.1.1.2 Players and Unit Control

(Omitted by the translator.)

1.1.1.3 Friends and Enemies

All units on one side are always friendly to each other; all other units are enemy or opposing units.

1.1.2 Head of the Column

For every cavalry and infantry unit, one base must be designated to represent the unit's Head of Column (the figures may be officers, drummers, standard-bearers, etc.). During play, the Head of Column must be the last base removed from any unit.

1.1.3 Units

One or more bases form a unit.

1.1.3.1 Combat Units

Cavalry and infantry formations and artillery batteries are called combat units. Cavalry and infantry units are made up of several bases (generally three to seven) and represent brigades or regiments; each artillery unit, by contrast, consists of a single base representing a battery of between four and six guns.

1.1.3.2 Generals

Bases called generals represent the staff of the army's various formations. Bases with:

  • one figure represent divisional generals and their staff;
  • two figures represent corps generals and staff;
  • three or more figures represent generals commanding a wing or the centre of the line, or the commander-in-chief, each with his own staff.
1.1.3.3 Messengers

Units called messengers represent the couriers by which staffs communicated with each other and with subordinate units. They are needed only if the rules of optional section 20.3, Multi-player Games, are used.

1.1.3.4 Supply Train Units

Supply train units represent the wagons (twenty to thirty per base) needed to keep the army in the field supplied. They are needed only if rules 16.0 Supply and 18.4 Construction and Destruction of Field Works are used.

1.1.4 Commanding Generals

Only commanding generals may be used to give orders or interact with their subordinates. Commanding generals are the generals listed in a scenario's order of battle. Generals have no effect on units outside their own chain of command, even if those units are within the general's command radius or in contact with the general himself.

Wherever these rules refer to "a general," a commanding general is meant.

Because period terminology for generals was imprecise and contradictory, it is useful to define generals and their commands in game terms.

1.1.4.1 Commander-in-Chief (Army Commander)

A commander-in-chief (army commander) is the general who commands the army, the highest in rank. A commander-in-chief is a commanding general for every unit in the army, and every unit is under his orders.

1.1.4.2 Wing Commander

The next rung of the army's chain of command is formed by generals commanding a wing or the centre of the line (Wing Commander), generally commanding two or more corps, as defined in the scenario. They can be of two types:

  • 1.1.4.2.1 Positional: generals who may only be used to command the troops listed under their orders in the scenario.
  • 1.1.4.2.2 Overall: generals who, like the commander-in-chief, may command any other unit and general in the army, except the commander-in-chief himself and other generals of the same (Overall) type.
1.1.4.3 Corps Commander

A general who may be used to command only the troops that are part of his corps (generally organized into one or more divisions). Not every army of the period was organized into corps.

1.1.4.3.1 In some armies a number of divisions were placed under the command of a wing commander. In these rules such generals are treated as corps generals.⁶

1.1.4.3.2 In some armies a number of divisions were temporarily organized into a corps, without reaching the same efficiency as a permanent corps because of its reduced staff. Cavalry corps, too, had a less effective organization and a smaller staff than a permanent corps. These formations are treated in the rules as corps, but with a lower command radius for the general.

1.1.4.3.3 Some armies had a cavalry reserve or cavalry corps not organized into divisions. These formations are treated in the rules as divisions, with a divisional general who nonetheless has a larger command radius than usual.⁷

⁶ As an example, one may cite the columns of the Austrian army at the end of the 18th century and beyond. ⁷ [Footnote text not given in the source translation.]

1.1.4.4 Divisional Generals

A divisional general is a general who directly commands combat units, and only those that are part of his division.

1.1.4.4.1 Divisional generals may be used to command any artillery battery that is listed, in the order of battle, as artillery of the corps they belong to, or as reserve artillery of the army they belong to.

1.1.4.4.2 Divisional generals may be used to command any independent infantry unit (listed in the order of battle as independent and without a divisional general).

1.1.4.4.3 In some scenarios there may be an artillery divisional general, who has only artillery units under his orders.

1.2 The Dice

One or more ten-sided dice are needed to play. Whenever the notation 1d10 appears below, it means a player must roll one of these ten-sided dice (the abbreviation stands for "one die of ten"); a zero is always read as 10.

1.3 Modifiers

The various situations encountered during play can modify either a die roll or a reference value given by the rules; these modifiers are always cumulative.⁸

1.3.1 Die Roll Modifiers

Die roll modifiers are added to or subtracted from the score obtained by rolling 1d10.

1.3.1.1 (Omitted by the translator.)

1.3.1.2 Regardless of the modifiers applied, a modified die roll can never be treated as higher than 10 or lower than 1.

Example: a roll of 7 with a +5 modifier is not read as 12 but as 10; likewise, modified scores below 1 are read as 1.

1.3.2 Other Modifiers

Other modifiers, instead, increase or decrease a reference value given by the rules.

⁸ This means the modifiers must be added together algebraically before being applied to the die roll.

Example: a unit whose Control factor is 5, if disordered, modifies this value by -3, and so is treated as having a Control factor of 2 (= 5 - 3).

1.4 Formations

1.4.1 Unit Frontage

A unit's frontage is the side of the formation the figures face. In every formation covered by these rules, except square, all bases must face the same direction.

1.4.2 Unit Formations

The bases making up a unit must always be in contact with each other and arranged so as to represent the formation the unit is deployed in.

1.4.2.1 Line Formation

When a unit is deployed in line formation, the bases are placed side by side, in a single row, all facing the same direction. Unless explicitly stated otherwise, units made up of only one or two bases are treated as being in line. Messengers and generals are always in line. Artillery batteries deployed to fire are treated as being in line.

1.4.2.2 Column Formation

In this game, "column" formation means attack column. To deploy a unit in attack column, place the bases in two ranks, all facing the same direction. To show that a unit made up of only one or two bases is in column, place a Limber Marker next to it. Artillery batteries with their guns limbered are treated as being in column.

1.4.2.3 Square Formation

The unit's bases are arranged in two ranks, each facing the opposite direction from the other — in effect, the bases stand back to back. In this formation the unit has a front on all four sides of the rectangle the bases form. Portuguese and Spanish guerrilla troops may not form square. Square formation may not be used to contact enemy units.

1.4.2.4 Marching Column Formation

Cavalry and infantry units are in marching column when their bases are placed in a single row, one behind the other; units made up of only one base cannot be deployed in this formation. Artillery batteries are in marching column when the unit is placed behind a base representing the limber, or limbered behind infantry or cavalry that is itself in marching column.

1.4.2.5 Deployed or Limbered Artillery

Bases representing artillery batteries are treated as deployed to fire unless a Limber Marker is placed next to them. Alternatively, limbered batteries may be marked by turning the gun model toward the rear of the base.

1.4.2.6 Units in Built-Up Areas

A building model represents a built-up area. For simplicity, every building model and the area it occupies is called a town. Units may be deployed (or posted) in a town.

1.4.2.6.1 Units may enter a town in any formation, but to gain the full benefit of the position they must be deployed within it. Only infantry units and artillery batteries may be deployed in a town.

1.4.2.6.2 To deploy an artillery battery, the battery must be set up with its base touching the town's perimeter and facing outward.

1.4.2.6.2 [sic — repeated numbering in the source] To deploy an infantry unit, it must be in line, with its bases touching the town's perimeter and facing outward, divided evenly among all sides.

1.5 Friendly Units in Contact

Artillery batteries, messengers, and supply wagons may be placed in contact with friendly infantry and cavalry units; generals may be in contact with friendly infantry units, cavalry units, artillery batteries, and supply wagons. No other pairing is possible. In both cases, the base representing the unit in contact is treated as becoming an integral part of the cavalry or infantry unit's formation, being defended and protected from enemy attack by it, and, in the case of artillery, providing covering fire.

1.5.1 Any number of artillery, supply-train, general, or messenger units may be placed in contact with a single cavalry or infantry unit.

1.5.2 Messengers, artillery batteries, and supply-train units, conversely, may be in contact with only one cavalry or infantry unit.

1.5.3 Generals may be in contact with more than one cavalry or infantry unit.

1.5.4 If the cavalry or infantry unit is posted in a town or a fortification, friendly units are treated as being in contact with it if they are also entirely within the buildings.

1.6 Measuring Distances

Distances may be measured at any time during the game.

2.0 Information

Playing the game requires tracking certain essential information.

2.1 General Characteristics

Every general is defined by four properties.

2.1.1 Command Radius

The distance, in inches, in every direction, at which the general exercises his command. It represents the general's ability and the size of his staff.

2.1.2 Grade

A general's grade modifies the Control of units in contact with him.

  • Excellent (E): his men love him and would do anything for him. An excellent general modifies unit Control by +2.
  • Good (G): esteemed by the troops. Modifies unit Control by +1.
  • Average (A): competent but not beloved. Does not modify Control.
  • Poor (P): the lowest grade. His men have no confidence in his abilities. Modifies Control by -1.

2.1.3 Control

Simulates the general's personal initiative and is used when the general is outside his superior's command radius, to determine whether and how the units he commands may move.

2.1.4 Combat

The general's tactical skill, which can be used to modify the combat die roll for units in contact with him.

2.2 Unit Profile

The Unit Profile lists all the information needed to play the game. The profile for artillery batteries differs in part from that of other combat units.

2.2.1 Unit Type

The Unit column of the profile identifies the unit's type and, at times, the period the listed values apply to. Each type is identified by a particular abbreviation (the abbreviation is an acronym drawn from English).

2.1.1.1-2.1.1.5 (Omitted by the translator.)

2.2.2 The Combat Section

The Combat section of the profile has five columns: the first four give the unit's ability in melee combat depending on the formation used. For artillery batteries, only the first two columns of the combat section are present: such units always use the modifier for their current formation, Deployed or Limbered.

2.2.2.1-2.2.2.4 (Omitted by the translator.)

2.2.3 Disorder and Rout Numbers

The two columns of this section give the unit's Disorder Number and Rout Number. This information is not given for artillery batteries: batteries are disordered when they lose a figure to enemy fire, and routed if they lose a figure in combat (see 11.1 Disorder and 11.2 Rout).

2.2.4 The Control Factor and the Broken Number

The first measures the unit's discipline and readiness to carry out orders and is used to decide how the unit reacts to directives given under particularly stressful circumstances. The second column contains a letter that is used to determine the minimum number of figures with which the unit retains its combat ability (see 11.3 Broken Units). Artillery batteries are never broken, but are eliminated when they lose two figures.

2.2.5 The Fire Section

The first column gives the range of the unit's weapon; the second, the die-roll modifier to use when the unit opens fire. If the two values are not present, the unit cannot fire.

2.2.6 The Movement Section

The three columns give the movement speed (the maximum number of inches the unit may travel in a turn) depending on the formation used.

2.2.6.1 In Column or Limbered

This is the speed of artillery batteries with their guns limbered, and of cavalry and infantry units deployed in column.

2.2.6.2 In Line or Deployed

(Omitted by the translator.)

2.2.6.3 In Marching Column

(Omitted by the translator.)

2.2.7 Movement Modifiers

The first two columns give the additional cost, respectively, for movement (see 8.2.5 Changing Formation and 8.2.6 Obstacles and Rough Ground):

  • over rough ground or in square formation;
  • sideways or backward without changing frontage.
2.2.7.1 Rough Ground or Square

If the unit is crossing rough ground, even with only part of its frontage, its maximum movement speed is calculated by dividing its normal speed by the fraction given.

The same ratio gives the cost of moving in square, with the sole difference that it is always calculated as a fraction of the unit's line-formation movement speed.

2.2.7.2 Backward or Sideways Movement

(Omitted by the translator.)

2.2.7.3 Changing Formation

Gives the fraction of a turn needed to change formation.

Under the house rules, this also gives the fraction of a turn needed to change the direction a unit faces.

(2.2.7.3.1, the house rule for changing formation with artillery batteries, is a Lu(ri)doteca house rule and is not reproduced here.)

2.2.8 Points

(Omitted by the translator.)

2.2.9 Notes

(Omitted by the translator.)

Sequence of Play

The game is played in turns; each turn is divided into phases which are, in turn, divided into steps. All actions must be carried out in the exact order given in the sequence of play. Once the last turn called for by the scenario is complete, the winner is determined. In every case, however, the player decides in which order to move, rally, or fire with his own units.

3.0 Initial Phase

This phase is used only with the optional rules.

3.1 Weather

Determine weather conditions and battlefield visibility (see Optional Rules 17.3.1.2.3 and 17.3.1.2.4).

3.2 Initiative

The side with the initiative may use it to change the turn sequence or the length of the game (see Optional Rules 20.4 Initiative).

4.0 Active Player Phase

The active player is determined by the scenario being played. This phase repeats every game turn: turn the time marker to First Side.

4.1 Control Phase

Prepares the following Manoeuvre phase.

4.1.1 Entering the Table

This step is not used with the basic rules.

4.1.1.1 Determine whether active units may enter the table. Units due to enter this turn are positioned at the point they will enter from, just outside the table (see Scenario Rules 1.5.3).

4.1.2 Communications

These rules are used only with the optional rules.

4.1.2.1 Read messages that arrived the previous turn and remove from the table the messenger bases that delivered them. Attempt to decipher captured messages (see Advanced Game rule 15.2.2.3.2).

4.1.2.2 Write messages and place them beneath a new messenger unit.

4.1.2.3 Players whose commanding-general bases they are portraying are in contact with each other may confer.

4.1.3 Rallying Routed Units

Roll 1d10 for each routed unit: only formations in direct contact with their own general may be rallied (see 7.1 Routed Units).

(4.1.3 hr — the Lu(ri)doteca house rule letting all units be rallied, replacing this rule — is not reproduced here.)

4.2 Manoeuvre

Most troop movement happens in this phase.

4.2.2 Administration

Remove all unused React Markers.

4.2.3 Movement

This phase of the sequence of play may be timed, so that all operations are completed within a previously set limit. (See 8.1 General Movement Rules and 8.7 Time Limits.)

4.2.3.1 The active player may move his own units capable of movement (not marked with a No Move Marker); inactive infantry must attempt to form square if attacked by active cavalry; routed active units may make a further rout move; active units may enter the table. (See 8.4.4 Emergency Square and 8.5.1 Normal Movement.)

4.2.3.2 Active cavalry that has not moved may be marked for reaction. (See 8.5.1.1 Cavalry Reaction.)

4.2.3.3 Once the active player has finished moving all his units, he may remove Half Move Markers or No Move Markers from any units so marked. (See 8.5.1.3 Movement Penalties.)

4.2.3.4 Active units not in rout that are not engaged in melee combat may be voluntarily routed. (See 8.6.2.2 Rout.)

4.2.4 Inactive Cavalry Reaction

This step gives the inactive player the chance to intervene against his opponent's Movement phase.

4.2.4.1 Inactive cavalry marked for reaction (React Marker) may move as desired; active infantry must attempt to form square if attacked by inactive cavalry that has just moved. (See 8.5.2 Cavalry Reaction.)

4.2.4.2 Active cavalry marked for reaction (React Marker) may move only to contact enemy cavalry that moved as described in 4.2.4.1. (See 8.5.2 Cavalry Reaction.)

4.2.4.3 Any inactive unit may be voluntarily routed. (See 8.6.2.2.5 Voluntary Rout.)

4.3 Artillery and Small-Arms Fire

Units able to fire shoot at their chosen targets; inactive units fire first, then active units. (See 9.1 General Rules for Artillery and Small-Arms Fire.)

4.4 Combat

Resolve all combats in the order chosen by the active player. (See 10.1 General Combat Rules.)

4.5 Construction and Destruction

This phase is not used with the basic or advanced rules. An obstacle is removed, or a turn of construction is completed. (See 18.4 Construction and Destruction of Field Works.)

4.6 Pursuit

This phase lets the active player pursue and charge enemy units disordered or routed by earlier combats.

4.6.1 Active cavalry marked for reaction (React Marker) may move as desired; inactive infantry must attempt to form square if threatened. (See 8.5.2 Cavalry Reaction.)

4.6.2 Inactive cavalry marked for reaction (React Marker) may move to contact active cavalry moved in the previous step, 4.6.1. (See 8.5.2 Cavalry Reaction.)

4.6.3 Artillery and small-arms fire is permitted only against units moved in the previous steps 4.6.1 and 4.6.2; inactive units fire first, then active units. (See 9.1 General Rules for Artillery and Small-Arms Fire.)

4.6.4 Resolve all combats in the order chosen by the active player. (See 10.1 General Combat Rules.)

4.7 Isolation

This phase is not used in the basic rules. The active player identifies isolated enemy units. The fate of active units that were already isolated is determined.

5.0 Inactive Player Phase

5.1 Turn the marker to Second Side.

5.2 Repeat the Active Player Phase with sides reversed.

6.0 Victory Conditions and Game Length

Move the marker on the Time Track to the next turn and turn it to First Side.

6.1 Check whether either side has reached its morale level, and mark units as disordered if necessary. (See 12.1 Decisive Victory.)

6.2 If the last turn has been completed, tally points to determine victory. (See Scenario Rules 1.6.)

6.3 If the battle spans multiple days, carry out the necessary operations before beginning the first turn of the next day. (See Optional Rules 21.0.)

7.0 Control

7.1 Rallying Routed Units

In this step of the sequence of play, the active player may attempt to rally his own routed units; the attempt may only be made for units in direct contact with a commanding general (see 1.1.4 Commanding Generals). The same general may be in contact with several units, and a separate attempt must be made for each. The active player may attempt rallies in any order he chooses.

(7.1 hr — the Lu(ri)doteca house rule allowing rally attempts for units not in contact with a general — is not reproduced here.)

7.1.1 Procedure for Rallying Routed Units

The active player announces which unit he wishes to rally and rolls 1d10: if the score is less than or equal to the unit's Control, as modified by circumstances, it is rallied; otherwise it stays routed.

7.1.1.1 A rallied unit may immediately be turned to face the desired direction and placed in the desired formation, but it remains disordered (replace the rout marker with a disorder marker).

7.1.1.2 If the rally attempt fails, the unit stays in place and routed. The unit loses no further figures for staying in place during the following Manoeuvre phase.

7.1.2 Circumstance Modifiers

A general in base contact modifies the unit's Control by +2 if he is an Excellent general, +1 if a Good general, -1 if a Poor general.

(7.1.2.1 hr — the Lu(ri)doteca house rule modifying Control by -2 for rallying units not in contact with a general — is not reproduced here.)

7.2 Checking the Chain of Command¹²

7.2.1 Units In Command

An army's chain of command must run unbroken from the highest level, the commander-in-chief, down to infantry, cavalry, etc. units (see 1.1.4 Commanding Generals). The scenario played gives the chain of command in its order of battle.

7.2.2 Command Radius

There are, in the game, two different kinds of generals:

  • divisional generals exercise their command directly over units engaged in combat, and not over other generals;
  • corps generals, generals commanding a wing or the centre of the line, and commanders-in-chief (generally called staff generals) in turn have subordinate generals to whom they give their orders.

Every general, regardless of type, has a Command Radius that represents the maximum distance within which he can exercise his authority.

7.2.2.1 Divisional generals give orders only to combat units.

7.2.2.2 Staff generals exercise their function over their subordinate generals; they may exercise command over combat units only when directly in contact with them.

7.2.2.3 A general's command radius, when he is in contact with a unit, is reduced to zero; in this case, he may therefore only give orders to the units he is in contact with.

7.2.3 Procedure for Determining Unit Status

The highest-ranking general is always, by definition, in command; command status must be checked for every other unit and every other general.

7.2.3.1 Every general who is within the command radius of a general above him in the chain of command is automatically in command. In particular, every general within the command radius of the highest-ranking general is in command. Every other general's command status must be checked in every other situation.

Example: a divisional general is outside the commander-in-chief's command radius but within the command radius of the general commanding the corps he belongs to. The general is therefore in command.

7.2.3.2 A combat unit or a supply-train unit is in command if it lies, even partly, within the command radius of its own divisional general (provided, of course, that general is himself in command), or if it is in contact with any general. Combat and supply-train units in every other situation are treated as not in command and may not be moved in the Manoeuvre phase: for this purpose they are marked with the appropriate marker (No Move).

7.2.4 A General's Status

Each general's command status must be checked separately, starting with the highest-ranking and working down the chain of command. In every case, generals and messengers may always move without restriction regardless of their own status; only combat or supply-train units suffer movement restrictions for their command status. To check a general's status, the player rolls 1d10 and compares the result with the general's Control.

7.2.4.1 A Staff General's Status

For a staff general, if the roll is less than or equal to the general's Control, he is treated as in command, and so are all his subordinates within his command radius: no further die rolls are needed for them. If the roll exceeds the general's Control factor, he is treated as partially out of command, as are all his subordinates and the units within his own command radius; in this case all these units are marked with a Half Move marker.

7.2.4.2 A Divisional General's Status

For divisional generals (and other generals who directly command combat or supply-train units) whose status has not already been determined some other way, the effect on subordinate units varies with their type.

7.2.4.2.1 If the roll is less than or equal to the general's Control, mark all infantry units, foot artillery batteries, and supply-train units under his command with a Half Move marker. Cavalry units and horse artillery may move normally.

7.2.4.2.2 If the roll exceeds the Control, the general has failed his command status test. All infantry units, foot artillery batteries, and supply-train units under his command are marked with a No Move marker, while cavalry units and horse artillery are marked with a Half Move marker.

7.2.4.2.3 A disordered unit that has its Movement Factor halved, if also marked with a Half Move marker, actually moves at one-quarter of its normal speed.

7.2.5 Opponent Checking the Chain of Command

If desired, given how sensitive this phase is, checking the chain of command may be carried out by the opponent.

¹² This section is modified in Appendix B, Orders and Communications.

8.0 Movement

8.1 General Movement Rules

Units are moved across the surface of the table, simulating the manoeuvring of troops of the Napoleonic period.

8.1.1 Movement Sequence

The player controlling the units to be moved may choose the order in which to move them.

8.1.1.1 Units are not required to move in formation, nor to use their maximum speed. Units cannot jump over obstacles or other units: bases must always be moved in contact with the table surface.

8.1.1.2 Units may be moved in any direction or combination of directions, and may change formation before, during, or after movement, provided they do not exceed their own Movement Factor.

8.1.1.3 A unit's Movement Factor cannot be transferred from base to base, or saved up for use in a later turn.

8.1.1.4 Once a unit's move has been completed, it can no longer be altered.

8.1.2 Movement Speed

A unit's bases may move using up to the whole of their own Movement Factor, given in inches in the Unit Profile. No formed unit may make a move that requires exceeding its own Movement Factor.

8.1.2.1 Marching-column speed may be used only if the unit begins its move in marching column and remains in that formation for the whole move. Column/limbered speed is used only if the unit begins its move in column and remains in that formation for the whole move. Line speed must be used in every other case.

(8.1.2.1 hr — the Lu(ri)doteca house rule on using a fraction of a turn's movement factor in the unit's current formation, changing formation, and using the remaining factor — is not reproduced here.)

8.1.2.2 A unit may move any desired distance, up to the maximum allowed for the formation it is in.

8.1.2.3 Disordered units, or units marked with a Half Move marker, move at half their allowed speed; units marked with a No Move marker cannot move at all.

8.1.3 Unit Interpenetration

During movement, formed units have a frontage and a depth equal to the space taken up by the bases making them up. The same principle applies to unformed units as long as they remain stationary; while moving, they are treated as having a frontage of no more than 2" and no depth. Units may pass through friendly units but never through enemy units.

8.1.3.1 If disordered or routed units pass through formed units, whatever their formation, they immediately disorder them.

8.1.3.2 In every case, when a unit ends its move there must be enough room to place it in its new position: two units may never overlap, even partially.

(8.1.3.3 hr — the Lu(ri)doteca house rule reducing a formed unit's movement speed by one inch per rank of bases it interpenetrates with another formed unit — is not reproduced here.)

8.1.4 Entering and Leaving the Table

Units may begin the game off the table and enter it at the time and place set by the scenario; units may also leave the table for various reasons.

8.1.4.1 Entering the Table

The manner in which units enter the table is explained in rule 1.5.2 of the Scenario Rules (SR). Once units are on the table, they behave exactly like every other unit.

8.1.4.2 Leaving the Table

Units forced to leave the table are treated as unusable for the rest of the battle, even though they do not count as eliminated or broken. If they leave the table while routed, they remain in that state.

8.2 Unit Movement Procedures

8.2.1 Forward Movement

Forward movement is the movement of bases in the direction perpendicular to the unit's own frontage (or at an angle of up to 45° from that direction), in the same sense as that frontage, without changing facing. This movement costs one inch per inch travelled.

8.2.1.1 All movement in square is treated as forward movement (the unit has a frontage on every side), but the speed for each unit is given in the Rough Ground/Square column of the unit profile as a fraction of its line speed.

8.2.1.2 To make it easier to measure forward movement, and to decide whether the direction is within the limits above, the Manoeuvre Template may be used.

8.2.2 Moving Backward

As for forward movement, but measured from the rear of the unit and in the direction opposite its frontage; the cost is given in the profile's Backward or Sideways column as a fraction of the unit's speed in its current formation.

8.2.3 Moving Sideways

This is movement parallel to the unit's frontage, without changing it. The cost is given in the Backward or Sideways column. A unit may not move sideways if it is within 1" of an enemy combat unit that is not routed.

8.2.4 Wheeling

To wheel a unit, use the Manoeuvre Template, measuring the distance travelled along the arc of the circle inside the unit's frontage nearest the outer edge. A unit may not wheel if it is within 1" of an enemy unit that is not routed. The cost is the same as in other cases: 1" per inch forward, and as given by the Profile when backward.

(8.2.4.1 hr — the Lu(ri)doteca house rule letting limbered artillery ignore its base's facing, and be turned to face any direction at no movement cost once unlimbered — is not reproduced here.)

8.2.5 Changing Formation

Whenever a unit changes the formation it is deployed in, or changes the direction it faces, it makes a formation change. To change formation, the unit spends the portion of its Movement Factor given in the profile's Formation Change column. In a move where a unit changes formation or facing, it must use the Movement Factor given in the profile's Line or Deployed column. A unit may make as many formation changes as desired in a turn, provided it respects the maximum movement allowed by its line/deployed speed.

(8.2.5.1 hr — the Lu(ri)doteca house rule restating that a unit spends the fraction of a turn given in the Formation Change column, and may make as many formation changes as it likes provided the fractions spent do not exceed a whole turn, with a worked example — is not reproduced here.)

8.2.5.1 Restrictions on Formation Changes

8.2.5.1.1 No formation change may be made if the unit is within 1" of an enemy unit that is not routed (exception: 8.4.4 Emergency Square).

8.2.5.1.2 Units in marching column may only change formation by moving to column (limbered, for artillery); moving to any other formation requires a further manoeuvre; conversely, only units in column (or limbered) may move to marching column.

8.2.5.1.3 There must always be enough room on the table to place the unit's bases in the new formation.

8.2.5.1.4 Infantry in square (but not friendly units in contact with it) that changes formation may be placed facing any of the four possible directions. In every other case, the new formation keeps the same frontage as the old one.

8.2.5.2 Procedure for Changing Formation

Every formation change is made by spending the given fraction of a turn and rearranging the unit's bases without regard to their actual movement. The unit's frontage must remain centred on the same point as the frontage of the original formation.

8.2.5.3 Reversing Facing

A reversal of facing is made simply by turning (180°) the bases making up the unit. It costs the same as a formation change.

(8.2.5.3.1 hr — the Lu(ri)doteca house rule letting a unit change its facing at any point in the Movement phase, at the cost of a formation change, while keeping its centre fixed — is not reproduced here.)

8.2.6 Obstacles and Rough Ground

Crossing rough ground or obstacles can take units in the close-order formations of the period longer than usual, and so the unit must spend a larger amount of its Movement Factor.

8.2.6.1 Rough Ground

Sideways or backward movement, moving in square, or crossing rough ground all carry an additional cost compared with normal movement. Rough ground covers every kind of surface that can slow formed units, such as woods, hedges, fords, rocky ground, etc. The type of terrain and the geography of the battlefield are defined by the scenario.

8.2.6.1.1 Cost of Movement over Rough Ground

The speed at which rough ground is crossed depends on the unit, and is given in the Rough Ground/Square column of the profile.¹³

Example: a unit with a value of 2/3 for Rough Ground/Square spends 3" of Movement Factor for every 2" travelled on the table. In other words, to calculate the Movement Factor available on rough ground, multiply it by the fraction given in the profile (12" of movement for the unit above, on rough ground, becomes 12" x 2/3 = 8"). Conversely, to find the Movement Factor spent for a given distance, multiply that distance by the inverse of the fraction (the same unit, to travel 4" over difficult ground, spends 4" x 3/2 = 6").

8.2.6.1.2 Special Situations

Some special considerations apply to movement across difficult ground. Further rules may be given by the scenario.

¹³ In our club it is customary to measure difficult ground crossed only from the unit's front line, and to treat movement as being over normal ground if the front of every base is over easy ground. For melee, fire, and every other situation, rule 10.3.4 still applies (a unit is treated as being in a wood even if only partly so, ...).

8.2.6.1.2.1 Bridges

Units in marching column cross and fight on bridges without penalty. Units in any other formation are treated as if they were at a ford.

8.2.6.1.2.2 Woods

Dense woods can be crossed in column, by infantry and cavalry units, or limbered, by artillery batteries and supply wagons, with no further consequence beyond the extra cost already noted. Units that move in a different formation, or change formation, in dense woods are immediately disordered, except light infantry (note "s" on the Unit Profile).

8.2.6.1.2.3 Hedges

Cavalry and artillery crossing hedges in any formation other than marching column are immediately disordered. Artillery and wagons may not cross such obstacles except through gates or other openings.

8.2.6.1.2.4 Walls and Barriers

Any unit crossing stone walls, trenches, or barriers spends 1" of movement through difficult ground for every inch actually travelled. Artillery and wagons may not cross such obstacles except through gates or other openings.

8.2.6.2 Combining Multiple Obstacles

The movement cost from combining two or more kinds of difficult ground, or movements other than forward movement, is found by multiplying the respective factors together.

Example: a unit has Rough Ground/Square 1/2, Backward or Sideways 2/3; if it moves sideways over rough ground it spends 3" for every inch of movement: 1/2 multiplied by 2/3 gives 2/6, i.e. 1/3.

8.2.6.3 Impassable Ground

Some terrain cannot be crossed by any unit, and other terrain can be crossed only by certain kinds of troops and not others.

8.2.6.3.1 In every case, impassable ground is defined by the scenario.

8.2.6.3.1 [sic — repeated numbering in the source] Units may not fight melee combat across impassable ground.

8.3 Movement through Towns and Groups of Buildings

Towns may be crossed without penalty, but some special rules apply to units posted inside towns, buildings, or fortifications.

8.3.1 Unless the scenario rules say otherwise, no more than one infantry or cavalry unit (cavalry only if dismounted, in which case it behaves exactly like infantry) and/or one artillery battery or one supply-train unit may occupy a single group of buildings; other units may only pass through the group of buildings without stopping there. Units inside always have cover from enemy fire, regardless of the formation they are in.

8.3.2 The unit's bases are treated as being exactly where they are placed.

8.3.3 When an infantry or cavalry unit leaves a building, subsequent movement and formation changes are measured from the base representing the Head of Column; units always leave buildings in line formation. Artillery batteries, instead, move from the base's actual position and with their guns limbered.

(8.3.3.1 hr — the Lu(ri)doteca house rule letting a unit posted in a group of buildings rearrange its bases freely, ignoring facing, rotation, or anything else that would slow it, as long as it stays inside the buildings and spends a whole turn doing so — is not reproduced here.)

8.4 Contacting Enemy Units

A unit is in contact with an enemy unit when one of its bases physically touches a base of the enemy unit, or when it is in contact with a friendly unit that is itself in contact with an enemy unit. Contact with enemy units triggers melee combat.

(8.4.0, the Lu(ri)doteca house rule defining flank and rear contact — with worked diagram examples — is not reproduced here, as it is a house-rule addition rather than part of the official rules.)

8.4.1 Procedure for Contacting Enemy Units

Units within 1" of enemy units may not move sideways, wheel, or change formation. To bring about combat with the enemy, a unit must move forward for at least the last inch of its move and contact the enemy with the front of at least one base.

8.4.1.1 Artillery and supply-train units may not initiate combat, but may be contacted by the enemy.

8.4.1.2 Generals and messengers may initiate combat only if in contact with other friendly infantry or cavalry units.

8.4.1.3 Generals and messengers, when contacted by the enemy, must flee using their normal movement if not in contact with at least one friendly unit. The enemy unit that contacted them may continue its move without penalty.

8.4.1.4 For units defending a fortified position, or sheltered by trenches, walls, or other obstacles, combat occurs when enemy units come into contact with the outer side of the shelter behind which the unit is placed.

8.4.1.5 Cavalry units lose the ability to react when contacted by the enemy.

8.4.2 Separating Combats¹⁴

Once the Movement phase is complete, every point of contact must be sorted so that each combat involves only one unit per side.

8.4.2.1 A cavalry or infantry unit with generals, messengers, artillery batteries, or wagons in contact with it counts as a single unit.

8.4.2.2 After sorting combats, no combat may involve two units from the same side. Each base of a unit, and any units in contact with it, may take part in only one combat.

8.4.2.3 Every unit in contact with enemy formations must take part in the resulting combat. A unit may only fight against enemy units it is in contact with.

8.4.2.4 (Omitted by the translator.)

(8.4.2.4 hr — the Lu(ri)doteca house rule letting a unit fight in more than one combat if in contact with multiple enemy formations, in an order chosen by the active player — is not reproduced here.)

8.4.3 Examples

Unit A has just moved, contacting the enemy artillery unit C. Unit A has a general attached, while unit C is attached to infantry unit D. This is one combat. Infantry unit A is in contact with enemy unit C. Cavalry unit B is in contact with two enemy units, C and D. Since A is only in contact with C, these two units produce a separate combat; the other combat, consequently, involves units B and D.

8.4.4 Emergency Square

When an enemy cavalry unit moves so as to contact one or more infantry units, those units must attempt to form square unless they are:

  • in contact with an enemy unit that is not routed;
  • within one inch of an enemy unit that is not routed;
  • already in square;
  • in marching column;
  • in a town or a wood;
  • defending a trench or sheltered by a wall;
  • routed.
8.4.4.1 Emergency Square Procedure

The player controlling the attacked unit rolls 1d10: if the score is less than or equal to the unit's Control, the attempt succeeds and the infantry forms square before being contacted by the cavalry. If the score is higher, the attempt fails and the infantry stays in its current formation.

¹⁴ The mechanism proposed by the rules is meant to reduce every combat, once separated out, to one unit fighting one or more enemy units. This is, perhaps, the weakest point of the rules: in the very example given by the designers (paragraph 11.5.3), a French infantry brigade in column fights a Russian infantry brigade in column and a Russian light cavalry brigade that contacts it on a flank — and wins.

8.4.4.2 Friendly Units in Contact

If the attempt succeeds, units in contact are treated as being inside the square and, if necessary, moved to maintain contact with the infantry's bases and/or to allow fire (in the case of artillery) against the attacker.

8.4.4.3 Emergency Square Modifiers

The Control of infantry attempting to form an emergency square may be modified (see note b on the game aid sheet).

8.4.4.3.1 General's Grade

The highest-ranking general in contact with the unit modifies Control by -1 if Poor, +1 if Good, +2 if Excellent.

8.4.4.3.2 Disordered Unit

Disordered infantry has its Control factor penalized by -3.

8.4.4.3.3 Unit Type, Nationality, and Current Formation

  • 0 for Turkish infantry in any formation;
  • +1 for Guard infantry, line infantry, Prussian grenadiers in line formation up to 1809;
  • +1 for grenadiers, Guard infantry, line infantry, British and KGL light infantry in line formation;
  • +2 for Austrian grenadiers and line infantry after 1807, in column;
  • +1 for all other infantry units not listed above, in column.

8.5 Movement of Formed Units

8.5.1 Normal Movement

Normal movement is movement carried out during the Movement phase of the game turn. Units may be moved in any order desired.

8.5.1.1 Cavalry Reaction

Cavalry units that are not disordered, with full movement capability (no Half Move or No Move markers), that are not moved during the Movement phase of the game turn, may move later, reacting to enemy actions; this capability is denoted by placing a React Marker next to the unit. React Markers are placed after every other unit has been moved.

8.5.1.2 Reordering a Unit

Disordered units that were not moved this turn are treated as reordered, unless they were disordered during the Movement phase of the same turn. The player may then remove Disorder Markers from his own reordered units.

8.5.1.3 Movement Penalties

All Half Move and No Move markers are removed at the end of the Manoeuvre phase.

8.5.2 Cavalry Reaction

The chance to move cavalry comes up several times during the game turn, both for the active and the inactive player, because cavalry units marked for reaction may move even outside the actual Manoeuvre phase. Only cavalry with a React Marker can use this ability, and the marker is removed as soon as the unit moves.

8.5.2.1 If there are no restrictions, a reacting cavalry unit may move normally, even contacting any enemy unit it wishes.

8.5.2.2 If there are restrictions, reacting cavalry may only move if it respects them.

8.5.3 Advancing after a Winning Combat

Every active infantry unit, and every cavalry unit, active or inactive, after winning a combat (every enemy unit is routed, retreating, broken, or eliminated), must immediately occupy the position abandoned by the enemy. This applies even if the enemy was forced to leave the position by fire before actual combat took place. Friendly units in contact with the unit that won the combat must stay in place.

8.5.3.1 To occupy the position, units are moved one inch straight forward, with no chance to change facing or formation and without contacting or passing over other enemy units. If there is not enough room for the advancing unit, the move is not made. Only infantry units in square, or defending a fortified position, are excluded from the obligation to occupy the enemy's position.

8.5.3.2 If there is more than one winning unit, only the main unit in the combat advances (see 10.1.2 Main Unit in a Combat).

8.5.3.3 If the winning unit, by advancing, occupies a group of buildings or enters a town, it is automatically disordered.

8.5.3.4 If the unit that won the combat is still in contact with an enemy unit it is not fighting, it must be moved back a fraction of an inch, enough to break contact.

8.5.4 Rallying Cavalry

Cavalry of the period could easily slip from their officers' control, both from the momentum of a charge and from the excitability of the horses. These traits, however, when well used, were also the opportunity to break enemy lines and press on with the charge, if the unit could be quickly rallied and reordered. The ability to reorder cavalry lets units take part in several engagements in a single turn: once rallied, cavalry may be moved to contact enemy units.

8.5.4.1 Units That May Be Rallied

Every formed (not disordered) cavalry unit that wins a combat (every enemy unit is broken, eliminated, routed, or retreating) may attempt to rally. The player controlling the units may choose which formation to rally first if several cavalry units are involved in the same combat.

8.5.4.2 Sequence of Operations

All operations related to rallying, including enemy cavalry reaction and fire against the rallied unit, must be completed before moving on to another combat. The detailed sequence of operations is given below.

8.5.4.2.1 The active player attempts to rally.

8.5.4.2.2 The cavalry unit must move according to the result of the attempt (this may not require an actual move: the unit, if it stays under control, may simply be marked for reaction). Threatened enemy infantry must attempt to form square. The move after rallying may be made to contact units already engaged in combat.

8.5.4.2.3 If the cavalry unit that attempted to rally, or that used reaction, made a move, enemy cavalry may react.

8.5.4.2.4 Units able to do so may only open fire on units moved in the previous steps. Fire is not permitted against cavalry units that, having rallied, were marked for reaction and so did not move again after rallying (see 8.5.4.6).

8.5.4.2.5 If the move by the cavalry attempting to rally creates a new contact, separate combats as described in 8.4.2. At this point return to the normal sequence of play, and combats — both pre-existing ones and those caused by the moves just made — are resolved in the order chosen by the active player.

8.5.4.3 Procedure for Rallying Cavalry

The player controlling the unit rolls 1d10. If the score is less than or equal to Control, as modified by circumstances, the attempt succeeds and the unit is controlled by its officers. If the score is higher, the attempt fails and the unit is out of control.

8.5.4.4 Cavalry Rally Modifiers

8.5.4.4.1 General's Grade

The highest-ranking general in contact with the unit modifies Control by -1 if Poor, +1 if Good, +2 if Excellent.

8.5.4.4.2 Unit Type, Nationality, and Current Formation

  • -1 for Austrian cavalry;
  • -4 for British cavalry (but not KGL);
  • -2 for any cavalry unit not mentioned above.
8.5.4.5 Cavalry That Fails to Rally

If rallying fails, the unit must, if possible, contact the nearest enemy unit within its attack frontage. After completing this move (i.e., before the following combat) the unit becomes disordered.

8.5.4.5.1 To determine whether an enemy unit is within the frontage of cavalry that has lost control, use the Manoeuvre Template.

8.5.4.5.2 The cavalry unit must move forward, in a straight line, without changing facing or formation. If the enemy unit is farther away than the out-of-control cavalry's Movement Factor, the cavalry must still move toward the enemy as far as it can.

8.5.4.5.3 If no enemy unit is within the attack frontage, the unit must still move forward, perpendicular to its own frontage, as far as it can.

8.5.4.5.4 The uncontrolled move stops, before the unit has used its whole Movement Factor, if it becomes impossible to continue (impassable ground, obstacles, etc.).

8.5.4.5.5 Generals in contact with the unit must follow it in its uncontrolled move; other friendly units in contact, instead, must stay in place.

8.5.4.6 Controlled Cavalry

If the rally attempt succeeds and the unit is therefore controlled by the player, it may be moved at full speed as desired, in particular:

  • the unit may contact enemy units to bring about a new combat;
  • the unit may stay in place and be marked for reaction.

8.5.4.6.1 Friendly units in contact with the unit may not move with the cavalry.

8.5.4.6.2 Generals in contact with the unit must follow the cavalry in its move.

8.6 Movement of Unformed Units

Units of the period manoeuvred mostly in formation, to get the best result (firepower, discipline, speed of movement) in combat and to reduce losses (enemy fire, hand-to-hand combat). Sometimes, though, the situation did not allow formation to be kept intact while manoeuvring; units routed by an enemy attack, disordered formations, and troops retreating are some examples of moves made out of formation.

8.6.1 Moving Unformed Units

When a unit is forced, by the situation or by the rules, to move out of formation, its frontage is disregarded, as are rotation and the other characteristics of formed units, and so is the particular type of ground crossed. Simply measure the distance from the unit's current position (from whichever point of the unit the player prefers) to the destination point.

8.6.1.1 Unformed moves may be made in any direction or combination of directions, provided the path traced:

  • does not cross itself;
  • does not end at the unit's original position, or at the position previously occupied by the enemy unit it was fighting.

During unformed movement, units may not change formation.

8.6.1.2 If the unit was in combat when it began its move, the first inch must be backward, and the rest of the move must conform to rule 8.6.1.1.

8.6.1.3 Units moving out of formation may pass through the gap between two units (friendly or enemy) provided the gap is at least 2" wide, or in any case wider than the unit's frontage.

8.6.1.4 Unformed moves are not limited by disorder, Half Move, or No Move conditions. Additional costs for the type of ground crossed are not applied.

8.6.1.5 Unformed moves may never be used to contact enemy units. If a unit is forced to make such a move and is completely surrounded by enemy forces, it must surrender immediately, and its bases are removed from the table.

8.6.1.6 If the move is impossible because of the combined presence of enemy forces, impassable ground, and/or the edge of the table, the unit is immediately broken (if infantry or cavalry) or eliminated (if artillery), and its bases are removed from the table. In this situation, generals are moved to the desired position (see 8.4.3.1).

8.6.2 Kinds of Unformed Movement

8.6.2.1 Cavalry Bounce

This simulates the retreat of a cavalry unit that attacked but failed to force the enemy to retreat. At the end of a round of combat, if the cavalry has not broken, eliminated, or forced the retreat or rout of the enemy unit it was fighting, it must make a bounce move to break off combat. Specifically, an indecisive combat between two cavalry formations forces both units to retreat, with the attacking cavalry moving first (see 10.1.3 Definition of Attacking Cavalry).

8.6.2.1.1 The unit becomes disordered before beginning its move.

8.6.2.1.1 [sic — repeated numbering in the source] A bounce move must break off the engagement and cover at least 1"; the unit may use its whole Movement Factor in whatever formation it is currently in (which cannot be changed).

8.6.2.1.1 [sic — repeated numbering in the source] Friendly units in contact do not follow the cavalry, except for generals and horse artillery; the latter's guns are limbered if necessary, and the battery is marked as disordered.

8.6.2.2 Rout

A unit forced to flee by enemy fire or by the result of melee combat must make a rout move. Units already routed may, if necessary, continue fleeing during the Movement phase.

8.6.2.2.1 Formation of Routed Units

If necessary, change formation to column (for infantry or cavalry units) or limbered (for artillery batteries), with no effect on movement speed.

8.6.2.2.2 Speed of Routed Units

Routed units do not use their normal Movement Factor, but move:

  • 18" for infantry and foot artillery crews without their guns;
  • 27" for cavalry and limbered artillery, or horse artillery crews without their guns.

Routed supply-train units, instead, use their own Movement Factor. A rout move must break off combat and cover at least 1".

8.6.2.2.3 Friendly Units in Contact

If a unit routs as the result of a combat, every friendly unit in contact with it is immediately routed as well, and must also make a rout move; they may remain in contact if they wish.

8.6.2.2.4 Rout Losses

A unit routed by the result of combat or by enemy fire suffers no additional losses. Units voluntarily routed, or already-routed units that voluntarily make a rout move during the Manoeuvre phase, lose one figure (Rout Loss).

8.6.2.2.5 Voluntary Rout

A voluntary rout is a way of trying to save a formation in an untenable situation. During the Manoeuvre phase for active units, or during the reaction phase for inactive units, formations that are not already routed and not engaged in combat may be routed by the player's choice. Once rout is declared, they are marked as routed, lose one figure, and may move at rout speed.

(8.6.2.2.6 hr — the Lu(ri)doteca house rule on the direction of a routed unit's move — is not reproduced here.)

8.7 Time Limits for Movement

Napoleon's Battles was designed to be played briskly, forcing players to think and act quickly to simulate the conditions of a real battle. The following two rules are suggested to preserve that character.

8.7.1 Manoeuvre Phase

A player's Manoeuvre phase should not exceed a time limit set in advance; once it expires, no further movement is allowed. The time allowed for movement should be calculated at 10 to 20 seconds per unit controlled.

Example: if most players control 10 to 12 units, a limit of 2 to 4 minutes for the Manoeuvre phase is appropriate.

8.7.2 Decisions

Whenever a player must make a decision (such as whether to move cavalry during the Reaction phase), allow 10 seconds at most; once that time has passed, play continues without letting the player carry out his choice.

9.0 Artillery and Small-Arms Fire

Fire represents artillery fire and skirmisher fire, and occasionally long-range musket volleys as well. Units may fire more than once per turn, but the rules are always the same.

9.1 General Rules for Artillery and Small-Arms Fire

A unit may choose any target it likes, unless fire is restricted by other rules — for instance, firing on inactive cavalry during the Reaction phase.

9.1.1 Every unit fires individually, each against a single target.

9.1.2 Two or more units may fire, separately, at the same target in the same turn. This need not be declared in advance; the player may fire with the first unit, assess the results, and then decide.

9.1.3 Units may fire even while engaged in melee combat, but only against the units they are fighting.

9.1.4 If a unit is able to fire, it must fire.

(9.1.5 hr — the Lu(ri)doteca house rule counting only bases on a unit's frontage for fire purposes — is not reproduced here.)

9.2 Limitations on Artillery and Small-Arms Fire

Units may fire only if certain conditions are met.

9.2.1 General Limitations

Only units with a value in the Fire column of their profile (even zero or a negative value) are able to fire.

9.2.1.1 Units in marching column, and artillery batteries with guns limbered, cannot fire. Cavalry can fire only if dismounted.

9.2.1.2 Gunners separated from their guns obviously cannot fire. Gunners cannot be separated from their guns under the basic rules.

9.2.1.3 Artillery batteries positioned, even partly, at a ford cannot fire.

9.2.1.4 Disordered or routed units cannot fire.

(9.2.1.4 hr — the Lu(ri)doteca house rule letting disordered units fire at a -3 penalty, provided the total modifier never exceeds zero — is not reproduced here.)

9.2.1.5 A unit engaged in combat may only fire on the unit it is in contact with.

9.2.1.6 Valid targets are: enemy combat units; enemy supply-train units; towns, fortifications, and trenches, even if not occupied by enemy troops. Fire may not be directed at other objectives such as generals, messengers, unoccupied woods, bridges, etc.

(9.2.1.6 hr — the Lu(ri)doteca house rule that artillery batteries in contact with infantry or cavalry are not valid targets, except as counter-battery fire against a battery that fired on them that same turn — is not reproduced here.)

9.2.1.7 Not every unit may fire in every phase of a turn (see Sequence of Play, 4.0).

9.2.2 Range

To be a valid target, a target must be at a distance less than the firing unit's range, given in inches in the corresponding column of the unit profile.

9.2.2.1 Distance is measured from the centre of the unit's frontage. All units may only fire from their frontage.

9.2.2.2 Units in square have a frontage in every direction, so distance may be measured from the centre of any side. The same applies to units posted in towns, fortifications, etc.

(9.2.2.2 hr — the Lu(ri)doteca house rule on artillery batteries posted in towns and their fire arcs and penalties by side — is not reproduced here.)

9.2.2.3 A target is valid if even one part of it is within the firer's weapon range; if one part is a valid target, the whole unit, building, trench, etc. is treated as a valid target.

9.2.3 Fire Arc

For an enemy unit to be a valid target, it must lie, even partially, within the firing unit's fire arc, and the line of fire must not be blocked by obstacles. The sole exception: a unit may always fire on an enemy unit in contact with its own frontage, even if that unit is outside its fire arc.

9.2.3.1 Infantry Fire Arc

Infantry has a 90° fire arc centred on the perpendicular to its own frontage, as shown by the Manoeuvre Template.

9.2.3.1.1 The line of fire is blocked, in either of the two halves the Manoeuvre Template is divided into, if other friendly combat or supply-train units, enemy combat units, buildings, or other obstacles taller than the target and/or the firer are in the same half-arc as the target and closer to the firing unit than the target. Obstacles on the arc's centre line block fire in both half-arcs.

9.2.3.1.2 Infantry fire is not blocked by other kinds of units or terrain features.

9.2.3.2 Artillery Fire Arc

Artillery has a fire arc shown by the Artillery Fire Template.

9.2.3.2.1 The line of fire is blocked by friendly combat or supply-train units, by enemy infantry or cavalry units, by buildings, or by other obstacles taller than the target and the firing battery, if these lie within the fire arc and are closer than the target. Enemy artillery batteries, or other kinds of obstacle not mentioned here, do not block the line of fire (dead ground caused by hills and rises must still be taken into account, however).

(9.2.3.2.1 hr — the Lu(ri)doteca house rule letting howitzer-only batteries fire over most blocking terrain, thanks to their higher trajectory — is not reproduced here.)

9.2.3.2.2 Dead Ground

Artillery of the period mostly fired directly at its target, so, when elevated, it had areas where it was impossible to fire, called dead ground.

9.2.3.2.2.1 A dead-ground area lies at the base of a hill, and extends as far as the distance between the firing battery and the base of the hill. No artillery unit may fire on enemies located entirely within a dead-ground area.

9.2.3.2.2.2 Conversely, artillery batteries in dead ground cannot hit targets on high ground.

9.2.3.2.2.3 Finally, units located entirely within dead ground do not block the line of fire.

(9.2.3.2.2 hr — the Lu(ri)doteca house rule exempting howitzer-only batteries from dead-ground restrictions — is not reproduced here.)

9.3 Procedure for Artillery and Small-Arms Fire

Fire is always carried out by inactive units first, then by active units. The combined fire of active and inactive units is called a Fire Round.

9.3.1 Firing Sequence

Units may fire only once per Fire Round, in the order chosen by the player controlling them.

9.3.1.1 The results of each shot are applied immediately, before moving to the next unit.

9.3.1.2 Fire from different units is not treated as simultaneous. So it is possible for targets that were not initially valid to become valid later in the same Fire Round (for instance, enemy units blocking the target may have been broken by other units' fire).

9.3.2 Artillery Fire against Buildings and Fortifications

If fire is directed at units inside buildings, trenches, or fortifications, it also affects the structures as well as the troops. Unoccupied buildings can be a valid target only for heavy artillery or howitzer batteries.

9.3.3 Fire Result

The player controlling the firing unit announces the target, then both players roll 1d10; the results, modified by circumstances, are compared to establish the effect of the fire:

9.3.3.1 If the target's score is greater than or equal to the firer's, there is no effect.

9.3.3.2 If the firer's score exceeds the target's, but is not double it, the target loses one figure if it is an infantry unit, a cavalry unit, or a limbered artillery battery; it takes no damage if it is an artillery battery deployed to fire, or a wagon unit.¹⁶

9.3.3.3 If the firer scores double or more of the target's score, the target:

  • loses two figures if it is an infantry or cavalry unit;
  • loses one figure if it is an artillery battery deployed to fire, or a supply-train unit;¹⁷
  • is eliminated if it is a limbered artillery battery.¹⁸

If this happens when the firer is a heavy artillery battery (12-pounder or larger) and the target is inside a structure, that structure's combat factor is reduced by -1 (but never below +1).

¹⁶ This italicized sentence is drawn from the authors' own errata. ¹⁷ Ibid. ¹⁸ Ibid.

9.4 Artillery and Small-Arms Fire Modifiers

No score, regardless of the situation and modifiers applied, may ever go below 1 or above 10.

9.4.1 Firing Unit's Skill

The 1d10 roll is modified by the firing unit's Fire Factor.

9.4.2 Target under Cover

The die roll is penalized by -2 if the target is under cover. Units are treated as under cover in any of the situations below.

9.4.2.1 A unit located entirely inside a town or a wood.

9.4.2.2 A unit located entirely within a riverbed, or on a road lower than the surrounding ground, unless the firing unit is also, even partly, within the same terrain.

9.4.2.3 A unit sheltered behind a wall or fortification, or inside a trench, provided the line of fire crosses the obstacle.

9.4.2.4 Troops lying prone (see 18.1 Troops Lying Prone).

9.4.2.5 The same modifiers apply when firing at an unoccupied structure.

9.4.3 Target in square, marching column, or routed: fire is modified by +2.

(9.4.3.1 hr and 9.4.3.2 hr — the Lu(ri)doteca house rules replacing the above with separate artillery and small-arms modifiers for column, marching column/square/rout, and skirmish targets — are not reproduced here.)

9.4.4 Damaged artillery batteries: the die roll is penalized by -3.

9.4.5 A unit firing with 6 or 7 bases has a +1 bonus.

9.4.6 A unit firing with 2 or 3 bases has a -1 penalty.

9.4.7 A unit firing with a single base has a -2 penalty.

9.4.8 Unit at a ford: infantry units located, even partly, at a ford fire with a -1 penalty. Artillery batteries in the same situation cannot fire at all.

9.4.9 Unit in square or deployed in a town: the die roll is penalized by -1 for infantry in square or deployed in a town, or for artillery attached to infantry in the same situation. Under the house rules this rule is not used (see 9.1.5 hr).

9.4.10 Units unprotected against a cavalry charge: infantry units not formed in square or protected by walls, trenches, etc., attacked by enemy cavalry, fire with a -2 penalty. Artillery fire is penalized the same way if the battery is not in contact with infantry in square or protected by fortifications, etc.

9.4.11 Unsupplied units: fire from infantry and artillery units not regularly supplied is penalized by -2 (see 16.0 Supply).

9.4.12 Batteries with 4 or 5 guns: if an artillery battery has only 4 or 5 guns, its fire is penalized by -1. In the unit profile of some nations' artillery, this modifier is not given, meaning either that no batteries of this type exist, or that the modifier is already included in the unit's Fire Factor.

10.0 Combat

Melee combat takes place at various points in the sequence of play, though mostly in the Combat phase, and each unit may fight several engagements in the same game turn. A combat consists of every procedure needed to bring the contact between the units involved to an end.

10.1 General Combat Rules

Combats are identified at the end of the Movement phase.

(10.1 hr — the Lu(ri)doteca house rule on treating a unit in contact with multiple enemy units as several separate combats, resolved in sequence and with bases divided evenly among them — is not reproduced here.)

10.1.1 Order of Resolving Combats

Combats are resolved one at a time, in the order chosen by the active player. Every operation relating to one combat (every round needed, cavalry rallying or bouncing, rout moves, ...) must be completed before moving on to the next.

10.1.2 Main Unit in a Combat

If either side has more than one unit involved, the player must announce which is the main unit (the modifying unit).

10.1.2.1 Each side has one main unit, and it is always the one with the greatest number of bases. If more than one unit has the same number of bases, the player controlling them decides which to choose.

10.1.2.2 If either side has only one unit involved in a combat, that is the main unit.

10.1.2.3 Once the main unit has been decided, it remains the same for as long as it stays in combat, even if, because of losses suffered, it is no longer the unit with the greatest number of bases.

10.1.3 Definition of Attacking Cavalry

Attacking cavalry is cavalry that was moved to contact the enemy, regardless of whether it is active or inactive cavalry.

10.2 Combat Procedure

Each player rolls 1d10, and the results, modified by circumstances, are compared to determine the outcome of the engagement: this makes up one Combat Round. Cavalry that has not broken, eliminated, or forced the retreat of its opponents must make a bounce move after the first round (see 8.6.2.1 Cavalry Bounce).

The engagement continues for further rounds, in which circumstances — and so die-roll modifiers — may change, until every unit on one side is eliminated, broken, routed, or forced to retreat.

10.2.1 If both players' modified scores are equal, both units each lose one figure.

10.2.2 If the scores differ, the unit with the lower result loses a number of figures equal to the difference between the two values. Whatever the result, however, no unit may lose more figures in a single combat than its Rout Number.

10.3 Circumstance Modifiers

Modifiers may differ from round to round because of losses or for other reasons.

10.3.1 Units and Generals in Contact

10.3.1.1 Unit Formation

The first modifier comes from the unit's combat ability in its current formation, as given in the profile, and depends on the formation of both units involved.

10.3.1.1.1 Column or Limbered applies when the unit is in column, in marching column, or is an artillery battery with its guns limbered, unless the situation calls for the Other modifier instead (for marching column, see also 10.3.8.2).

10.3.1.1.2 Line or Deployed applies if the unit is in line or in skirmish order, if deployed in buildings or fortifications, or, finally, if it is an artillery battery deployed to fire, unless the situation calls for the Other modifier instead.

10.3.1.1.3 Square is used for infantry units in square when attacked by enemy cavalry.

10.3.1.1.4 Other is used for infantry units:

  • in square, against enemy infantry;
  • in any formation except square, when contacted by attacking enemy cavalry (even if not directly in combat with it), unless the unit is sheltered behind fortifications, in buildings, in trenches, or in a wood, or unless there is a cavalry unit in contact with those same enemy units.

10.3.1.1.5 Other is used for attacking cavalry against infantry, artillery, or supply-train units in any formation except square, unless the latter is sheltered in fortifications, buildings, trenches (see 10.3.9.2 below), woods, etc., or there is enemy cavalry involved in the same combat.¹⁹

10.3.1.1.6 Supply-train units and artillery batteries always use the modifiers for the formation they are in (Limbered or Deployed for artillery batteries, and Column for wagons).

10.3.1.2 Generals

The combat value of the highest-ranking general must be used to modify the die roll, and this applies whenever the general is engaged in the combat, even if he is not in contact with the unit itself (he may be in contact with another unit engaged in the same combat).

¹⁹ Note that if it is infantry that contacts enemy cavalry, both units use the modifier for the formation they are in.

10.3.1.2.1 Since a general may be attached to more than one unit at the same time, taking part in different combats (once combats have been separated out), he may be eliminated (not under the basic rules, see Advanced Game rule 15.2) or forced to leave the combat (for example, because he must follow a cavalry unit in a bounce move — see 8.6.2.1.3) and so become unable to take part in later combat rounds or in other engagements resolved afterward.

10.3.1.2.2 Some generals, marked with the letter D, for Defence, after their value in combat, contribute to the engagement only if the units they command are inactive units; in every other case their combat value is zero.

10.3.2 Buildings and Fortifications

Unfortified towns have a combat value ranging from +1 to +3, assigned by the scenario; this bonus is added to the die roll if the unit is not disordered or routed.

10.3.3 High Ground

A unit with all its bases on ground higher than the enemy's has a +1 bonus.

10.3.4 Woods

A unit is treated as located in a wood even if only partially so, and in combat suffers a penalty that depends on the formation and type of the unit:

  • -5 if cavalry;
  • -3 if artillery or a supply-train unit;
  • -2 if line infantry;
  • -1 if light infantry.

10.3.5 Disordered or Routed²⁰

Lack of cohesion and order reduces a unit's combat effectiveness; units fighting in these states suffer a penalty of:

  • -3 if disordered;
  • -10 if routed.

²⁰ Includes rule 10.3.6.

10.3.7 Numerical Advantage

A unit with more bases engaged in combat than its opponent has a +1 bonus for every 100% of numerical advantage: +1 if it has double the bases (100% more than the enemy), +2 if it has triple the bases (200% more), and so on.

10.3.8 Fords, Marching Column, or Lying Prone

10.3.8.1 Unit at a ford: a unit located, even partially, at a ford, or crossing a bridge, has a -2 penalty.

10.3.8.2 In marching column: a unit fighting in marching column has a -3 penalty.

10.3.8.3 Lying prone: troops engaged in combat while lying prone have a -5 penalty.

10.3.9 Fortifications

Fortified positions have a combat value ranging from +1 to +4.

10.3.9.1 A unit benefits from the fortification only if it is deployed within the area.

10.3.9.2 Entrenchments: the combat modifier given by the scenario applies only to units holding the trench, redoubt, or wall. The unit may be in any formation. To hold an entrenchment, a unit must have every base of its frontage in contact with the entrenchment, and the entrenchment must lie between the unit and every enemy unit it is fighting. Trenches, redoubts, and similar fortifications are built to give cover and shelter on only one side; only units on the protected side benefit from the combat modifier. The side holding the entrenchment at the start of the game may decide which side of it is protected and benefits from the modifier.

10.3.10 Cavalry against Troops in Buildings or Fortifications

Cavalry units attacking infantry or artillery posted in buildings, structures, or fortified positions (whether deployed or not), or defending a trench or a wall, have a -3 penalty.

10.3.11 Unsupplied Units

Artillery and infantry not regularly supplied have a -2 penalty in combat.

(10.3.12 hr — the Lu(ri)doteca house rule giving lancers of any nationality a +1 bonus against infantry — is not reproduced here.)

10.4 Winner's Losses

Even the unit that wins an engagement must reckon with losses: wounded and fallen in the fighting, and troops detached to guard prisoners.

10.4.1 In a combat, the first time an enemy unit is thrown back, broken, eliminated, or routed, the winning formation loses one figure — these are the Winner's Losses; this lost figure is not counted when deciding whether the unit is disordered or routed. The formation suffers no further Winner's Losses even if the combat continues because it is in contact with other units: at most one figure may be lost this way per Combat phase.

10.4.2 If the lost figure causes the winning unit to be broken or eliminated, it is removed from the table, and the enemy side, if it remains master of the field, also suffers Winner's Losses (see 11.3 Broken Units and 11.4 Elimination).

10.5 Cavalry against Infantry in Square

One of the purposes of cavalry of the period was to take advantage of the confusion and momentary loss of cohesion of enemy infantry threatened by a charge; but if the infantry managed to keep its nerve and form square, more often than not the cavalry would not press home the attack and would quickly fall back to its rally point.

10.5.1 This rule, which simulates the above, applies to cavalry attacking infantry in square, deployed inside buildings, or, in general, protected by fortifications.

10.5.2 Infantry and artillery losses are computed normally, while cavalry, if defeated, loses at most one figure.

11.0 Consequences of Losses Suffered

(Omitted by the translator.)

11.1 Disorder

Losses suffered can disorder a unit.

11.1.1 A cavalry or infantry unit is disordered when the losses it suffers as the result of a single Fire round, or as the result of a single combat (not counting Winner's Losses), are equal to or greater than the unit's Disorder Number but less than its Rout Number.

11.1.2 An artillery or supply-train unit is disordered if it loses its first figure to enemy fire (see note k on the game aid sheets for losses suffered in combat). These units are eliminated if they lose a second figure.

11.2 Rout

Losses suffered can cause a unit to rout.

11.2.1 A cavalry or infantry unit routs when the losses it suffers as the result of a single Fire round, or as the result of a single combat (not counting Winner's Losses), equal its Rout Number.

11.2.2 A cavalry or infantry unit cannot suffer, in a single Fire round or a single combat, losses greater than its own Rout Number (exceptions: optional rules 16.4, 18.3 Forced Marches, and 19.2).

11.2.3 An artillery battery or a supply-train unit routs if it loses a figure in combat (not counting Winner's Losses). If defeated in combat and losing two or more figures, the unit is eliminated.

11.2.4 A unit that routs must immediately make a rout move (see 8.6.2.2 Rout). If a unit routs because of a combat, every friendly artillery battery and supply-train unit in contact is automatically routed as well and must also make a rout move. Artillery and supply-train units in contact with a unit routed by enemy fire suffer no consequence.

(11.2.5 hr — the Lu(ri)doteca house rule on losing a unit's flag when a combat's score difference exceeds one and a half times its Rout Number — is not reproduced here.)

11.3 Broken Units

A unit is broken when its combat potential has been reduced to the point that it can no longer be used in battle. Every figure lost, for any reason, counts toward reducing the unit's potential. Artillery and supply-train units are never broken, only ever eliminated.

11.3.1 Cavalry or infantry units cannot suffer losses greater than their own Broken Number. When the number of figures lost reaches the Broken Number, the unit is immediately removed from the table.

11.3.2 Every unit in contact with a unit broken by losses suffered in combat (including Winner's Losses) is automatically routed and must immediately make a rout move. Units in contact with others broken by enemy fire suffer no consequence.

11.4 Elimination

Elimination is the total destruction of a unit.

11.4.1 When an artillery battery loses two figures it is eliminated (the distinction between heavy or horse artillery does not matter here, since the extra figure on a heavy-artillery base only serves to distinguish it from horse artillery). The base is removed from the table, but the gun model is left where the battery had stood. A supply-train unit that loses two figures is eliminated and removed from the table immediately.

11.4.2 Generals and messengers can be eliminated, but not under the basic rules (see 15.2.2 Eliminating and Replacing Generals and Messengers).

12.0 Victory Conditions

Whether victory conditions have been met is checked in phase 6.0, Victory Conditions and Game Length.

12.1 Decisive Victory

Every scenario gives each army's morale level (a whole number). If, at the end of a turn, the total number of cavalry or infantry units routed or broken is equal to or greater than that level, the army is treated as defeated and abandons the battlefield (the table). The opposing side then achieves a decisive victory.

12.1.1 Infantry units routed or broken, marked with note "j" on their profile, count for morale purposes as the number given by that note. Infantry units marked with an asterisk (*) on their profile are not counted toward morale at all.

12.1.2 If there is only one army on a side, its defeat ends the game.

12.1.3 If a side is a coalition, every unit of the defeated army is removed from the table immediately.

12.1.4 If every army of the coalition is defeated, the game ends.

12.2 Victory on Points

If the game ends without either side managing to defeat the other, and the battle will not continue the next day (see optional rule 21.0), points are tallied to decide the winner. Points are awarded as described in Scenario rule 1.6.

12.2.1 The side with the higher point total wins the battle. If the difference is less than fifty points, the victory is marginal.

13.0 Advanced Command Rules

13.1 Marching Column

Units in marching column are generally units moving in the rear areas of the front, and need less oversight from command (see 1.4.2.4 Marching Column Formation).

13.1.1 Units in marching column move normally, with no need to check whether they are in command, as long as they remain in that formation and march along a road for the whole turn.

13.1.2 Units in marching column that do not follow a road for the whole turn need a general. However, if the units are within a general's command radius, even one who has failed his command-status check, they may move at the speed allowed by their formation.

13.1.3 If the marching-column formation is altered in any way (even if only one unit changes formation), the normal command rules apply.

13.2 Worn-Down Troops

Military formations, during an engagement that drags on for hours, can reach a state where they are still able to fight but no longer able to take the initiative or move to the attack: the troops are worn down by the fighting. Corps and independent divisions have a number, the Attrition Level, that signals when the whole formation is worn down.

13.2.1 During the active player's Control phase, count the total number of infantry and cavalry units routed, broken, or eliminated; if this number equals or exceeds the Attrition Level, that formation is worn down. Note that units marked with note "j" in their profile, while counting for more toward the army's Morale, are counted as a single unit for the Attrition Level.

13.2.2 It is of course possible for a formation to be worn down in one turn but, if enough units are rallied, return to normal in the next.

13.2.3 Units of a worn-down formation may not make moves in formation that bring them closer to an enemy formation. The sole exception: cavalry units with the ability to react may still contact enemy units, but only while inactive.

13.3 Advanced Morale Rules

The following rules may replace paragraph 12.1, Decisive Victory, of the basic rules. These rules can be useful in situations where, even though an entire army has reached its Morale Level, and so the units making it up would have to be removed from the table, there is a real chance that enough routed units could still be rallied. So, instead of removing every unit of an army that has lost heart, the procedure below is followed instead.

13.3.1 Every unit not routed in an army that has lost heart is marked as disordered during the Victory Conditions and Game Length phase of the turn in which that army reaches its Morale level. These disorder markers cannot be removed (unless the unit is forced to rout, in which case it is replaced by the appropriate rout marker) until the army manages to return to a normal state (in practice, until the controlling player manages to rally enough routed units).

13.3.2 In an army that has lost heart, Guard units and Grenadier units (marked with note "j" in their profile) are not automatically disordered, but are instead treated as worn-down troops (see 13.2 Worn-Down Troops).

13.3.3 If enough routed units are rallied, the army is no longer considered to have lost heart, and troops that do not move in the following Movement phase may remove their disorder marker.

14.0 Advanced Movement Rules

14.1 Use of the Guard

The elite troops of every nation, those with the most experience and the best training, made up the Guard. Such units were generally held in reserve and committed to combat only at crucial moments. The following rules simulate the commitment of the Guard.

14.1.1 The active player may move and commit to combat his own Guard infantry units and some grenadier units; the units that may be used this way are all marked with note "j" in the Profile.

14.1.2 For Guard units to be committed in this phase of the turn, they:

  • must be deployed in column;
  • must have a general in contact for the whole phase;
  • may not have any movement restriction (Half Move, No Move markers, etc.).

No unit in contact, other than generals, may follow the Guard in this move.

14.1.3 Movement is computed normally, but one additional inch must be added for every combat round the Guard is engaged in. If necessary, keep a running note of the Movement Factor used so far. The unit must have at least one inch of movement left to spend when it engages in combat, regardless of how many rounds are needed to complete it. In the Guard-commitment phase, committed infantry units may only move to contact enemy units.

14.1.4 As soon as the Guard contacts one or more enemy units, cavalry able to do so may react (inactive cavalry first, then active cavalry); units able to fire may open fire on formations that moved in the previous steps of this phase. Finally, combats are resolved in the order chosen by the active player.

14.1.5 Once every combat is finished, the active player's Guard units that can still move (they have not used their whole Movement Factor) may move to contact other enemy formations. This procedure may be repeated as long as Guard units are still able to move.

14.1.6 The same Guard units may then move without restriction in the following Movement phase.

14.2 Evasive Movement

Evasive movement is a formed move used to avoid combat. Inactive cavalry, and some horse artillery batteries, not disordered, routed, or engaged in combat, may evade if active enemy infantry moves to contact them. Inactive cavalry that is also able to react may evade if contacted by enemy cavalry.

14.2.1 Only one evasive move is possible per game turn.

14.2.2 The player controlling the unit announces his intent to evade as soon as the enemy reaches contact, and then makes a normal formed move using his own Movement Factor. The move must break off combat and cannot be used to contact other enemy units.

14.2.3 Cavalry that evades loses the ability to react.

14.2.4 Horse artillery that evades limbers its guns with no effect on its Movement Factor, and moves at the speed for the formation it takes on (i.e., limbered).

14.2.5 Foot artillery and other supply-train units in contact with the evading unit must stay in place. Generals, messengers, and horse artillery batteries (the latter if able) must follow the unit they are in contact with if it evades.

14.2.6 The enemy unit that provoked the evasion may continue to move as if the contact had never happened, and may in particular re-contact the formation that evaded if it still has enough movement left to spend.

14.3 Retreat

Retreat is an unformed move used to abandon a combat already under way. At the end of a combat round, after carrying out any cavalry bounce moves, every disordered unit still engaged in the combat must attempt to retreat and disengage. If units on both sides are disordered, only the one that caused the combat by moving to contact the enemy formation is required to attempt it.

14.3.1 Procedure for Attempting to Retreat

To attempt to retreat from a combat, both players must roll 1d10: the results, modified by circumstances, are compared to decide whether the attempt succeeds.

14.3.1.1 If the score of the unit attempting to retreat is greater than or equal to its opponent's, the unit may retreat without loss.

14.3.1.2 If the score of the unit attempting to retreat is less than its opponent's, the unit loses a number of figures equal to the difference between the two results (losses can never exceed the unit's Rout Number). If the losses suffered do not cause the unit to rout, it may retreat with no further harm; otherwise it is routed and the appropriate procedures are followed.

14.3.1.3 If the unit that attempted to retreat fails and is routed, broken, or eliminated, the enemy side suffers Winner's Losses (unless it has already lost a figure this way).

14.3.2 Retreat Attempt Modifiers

The modifiers listed below apply to the die roll of both sides.

14.3.2.1 Engaged units use their own Control to modify their die roll.

14.3.2.2 The value of the general in base contact modifies the unit's score by +2 if he is an Excellent general, +1 if a Good general, -1 if a Poor general.

14.3.2.3 If the unit is disordered, its score is penalized by -3.

14.3.3 Retreat Procedure

14.3.3.1 A retreating unit disorders any friendly unit it passes through.

14.3.3.2 The retreating unit must move at least one inch and break off combat. In its retreat, the unit may move at the speed allowed by its current formation (which cannot be changed).

14.3.3.3 Friendly units in contact must follow the unit in its retreat; artillery batteries limber their guns, if necessary, with no effect on movement capability.

14.3.3.4 The enemy side must occupy the position abandoned by the retreating unit as if it had won the combat (see 8.5.3 Advancing after a Winning Combat).

14.4 Dismounted Cavalry

Throughout these rules, whenever the word cavalry appears, mounted cavalry is meant. In the Napoleonic period there were mounted formations that operated dismounted, more or less permanently; such formations are treated in these rules as infantry units. The term dismounted cavalry used in this chapter refers to cavalry units whose troopers are dismounted only temporarily.

14.4.1 Cavalry Units That Can Also Operate Dismounted

Every unit marked with note "h" in its Profile is able to operate dismounted as well — that is, to dismount and remount as needed. For as long as such units operate dismounted, use the profile data for that same unit's dismounted entry.

14.4.2 Procedure for Dismounting and Remounting

Dismounting or remounting costs the same as a formation change. All of a unit's bases are dismounted or mounted at the same time: a unit can never be part dismounted and part mounted.

14.4.2.1 Dismounting

When a cavalry unit dismounts, the controlling player replaces its bases with infantry bases representing the dismounted troopers; the new bases inherit every marker on the old ones, except the React marker, which does not apply to infantry formations. While dismounting, the unit may not change formation, facing, or position.

14.4.2.2 Remounting

The procedure is exactly the reverse of the above, with one note: units in square may not remount.

14.4.3 Using Dismounted Cavalry

The special rules for cavalry (ability to react, bounce, rally, etc.) do not apply to dismounted cavalry units. Except for their ability to remount, cavalry formations, while dismounted, are treated exactly as infantry units.

14.4.4 Dismounted Cavalry in Rout

If a dismounted cavalry unit is routed, it remounts immediately with no effect on movement, and flees under the same rules as cavalry.

14.5 Detachments

One or more bases may be detached from infantry and cavalry units for scouting, occupying key points, or escorting generals, messengers, or supply-train units (see 18.7 Escorts). Detachments are ordered by the active player during the Manoeuvre phase.

14.5.1 Detaching Troops

To detach a formation from a unit, simply separate the bases that will make it up and place them near those of the parent unit.

14.5.1.1 A detachment ordered to occupy a position after winning a combat is made with no effect on the troops' movement ability; every other kind of detachment, instead, takes an amount of time equal to a formation change.

14.5.1.2 The number of detached bases may never exceed half the total, and the Head of Column (cadre base) must remain part of the parent unit. It is impossible to detach troops from formations that are themselves already detached from other units. Detached bases must not have suffered any losses.

14.5.1.3 If adjacent to a structure that cannot hold the whole unit, the detachment's bases are immediately moved inside the area. If already inside the area, they stay in their current position.

14.5.1.4 If the detachment is made up of more than one base, one of them must become the Head of Column.

14.5.2 Marking the Detachment

The controlling player must place a marker on the detachment's Head of Column giving the unit's minimum figure count, and must likewise update the parent unit's marker to reflect its new count.

14.5.2.1 The detachment's minimum base count is given by the Dispersal Chart, in the box found at the row for the number of bases and the column for the letter given in the parent unit's Broken column.

14.5.2.2 The parent unit's new minimum base count is found by subtracting the detachment's minimum count from the previous one.

14.5.2.3 Troops may not be detached if doing so would break the parent unit.

14.5.3 Occupying a Position

14.5.3 [sic — repeated numbering in the source] When a unit captures a group of buildings or a fortification not large enough to hold the whole formation, it must immediately detach the maximum number of bases to occupy the captured position, unless this would violate rule 14.5.2.3, in which case the unit does not detach and does not occupy the position. In this situation, the detachment is made with no effect on the unit's Movement Factor. Both the parent unit and the detachment are immediately disordered (see 8.5.3.3).

14.5.4 Rejoining a Detachment

Detached bases can never rejoin any unit other than the original one. To rejoin a detachment to its parent unit, the two units must be in contact, deployed in the same formation (deployed in a town counts as line formation), and have available time equal to a formation change. Recalculate the reunited unit's Broken number using the table mentioned above.

14.5.5 Using a Detachment

Once bases are detached from the original unit, it and its detachment are treated as two separate units.

14.5.5.1 The detachment may not move unless forced to rout. The parent unit may move normally.

14.5.5.2 Detachments are not counted as units for morale or attrition purposes.

14.6 Formation Changes to the Left or Right

There are other ways of making a formation change besides the standard one of keeping the centre of the frontage fixed (see 8.2.5.2 Procedure for Changing Formation).

14.6.1 Cavalry and infantry may change formation from marching column to column, or from column to line, and vice versa, forming up in the new formation to the left or to the right.

14.6.2 To move to a shallower formation, the player may deploy the bases of the rear ranks to the left, or the right, of those in the front rank. To move, instead, to a deeper formation, every base is formed up behind the base, or bases, furthest to the left, or right.

15.0 Advanced Fire and Combat Rules

15.1 Advanced Disorder and Rout Rules

The Disorder or Rout value of some units can improve when circumstances are especially favourable.

15.1.1 Increasing the Disorder Number

The Disorder Number is increased by 1 when the unit is defending a fortified position (see 9.4.2 Target under Cover, or 10.3.2 Buildings and Fortifications).

15.1.1 Increasing the Rout Number

[sic — repeated numbering in the source] The Rout Number is increased by 1 when the unit begins a Fire round or a melee combat with six or more bases (see note r on the game aid sheets).

15.2 Combats in Movement

Some combats are resolved immediately, during the Movement phase. Also, generals and messengers can be eliminated if the unit they are in contact with suffers a heavy defeat in an engagement.

15.2.1 Rules for Combats in Movement

A combat in movement occurs when a general, a messenger, and/or a routed unit is contacted by a formed enemy unit. The combat is resolved immediately, considering only that unit, even if it is in contact with another unit that is not routed.

15.2.1.1 The combat is not preceded by fire from the units involved.

15.2.1.2 The unit that, by moving, brought about the combat, if it wins the engagement (a very likely result), continues its move. The combat has no effect on the unit's speed. The unit that won the combat still advances, before continuing, as described in 8.5.3.

15.2.1.3 Cavalry that wins a combat in movement does not need to rally, and also continues its move.

15.2.2 Eliminating and Replacing Generals and Messengers

Generals cannot be eliminated in the basic game, and messengers are needed only if optional rule 20.3, Multi-player Games, is used.

15.2.2.1 Isolated generals or messengers, not in contact with friendly units, contacted by an enemy unit, bring about a combat in movement. The player controlling the moving unit rolls 1d10 with no modifier: if the result is 3 or less, the general or messenger is eliminated; in that case the winning unit does not suffer Winner's Losses. If, instead, the result is 4 or more, the general or messenger is moved with no further consequence, as described by rule 8.4.1.3.

15.2.2.2 For generals or messengers in contact with friendly units that, as a result of a combat or enemy fire, are eliminated, broken, or forced to rout, the enemy player rolls 1d10 with no modifier. If the result is 3 or less, the general or messenger is eliminated. If, instead, the result is 4 or more, they are moved as in 8.4.1.3 if the unit they were in contact with is broken or eliminated, or they follow the unit if it is routed. This rule does not apply if the unit makes a voluntary rout move.

15.2.2.3 Eliminated Messengers

These rules are needed only if optional rule 20.3, Multi-player Games, is used. When a messenger is eliminated, his message is left on the table. The first unit to reach contact with this message takes possession of it.

15.2.2.3.1 If the unit is friendly, a messenger figure is immediately placed on the table, and the controlling player may move it right away.

15.2.2.3.2 If the unit is enemy, a messenger figure is likewise placed on the table, belonging to the side opposite the one that originally wrote the message; this messenger will try to deliver the message to the commander-in-chief of the army the capturing unit belongs to. Once he has received the message, he must try to decipher it: the player rolls 1d10 with no modifier; if the result is 3 or less the message can be read, otherwise it is illegible and must be discarded.

15.2.2.4 Eliminated Generals

15.2.2.4.1 An eliminated general is not replaced for one turn. A replacement is placed on the table, wherever the controlling player wishes, during the Control phase of the turn following the one in which he was absent.

15.2.2.4.2 The replacement represents a different individual, given the same command as the eliminated general for the rest of the battle. For this reason he is generally less effective than his predecessor. Replacements are therefore always of the following type:

  • 3" P(4)-1 for a divisional general;
  • 5" P(4)-1 for a corps general;
  • 6" P(4)-1 for a wing or centre commander;
  • 8" P(4)-1 for the army's commander-in-chief.

15.2.2.4.3 Even when replaced, the eliminated general still counts toward the final score at the end of the battle.

15.2.3 Combats in Movement with Wagons

If a supply-train unit is contacted by a moving enemy combat unit, resolve combat normally for as many rounds as needed.

15.2.3.1 If the engagement is won by the supply-train unit, it suffers Winner's Losses.

15.2.3.2 If the engagement is won by the combat unit, it does not suffer Winner's Losses.

15.2.4 Combats in Movement with Routed Units

A unit that contacts routed enemy troops brings about a combat in movement, resolved immediately with the usual modifiers, but for a single combat round only.

15.2.4.1 The routed unit, at the end of the round, regardless of losses and the result of the combat, must make a rout move (with the resulting loss of one figure, see 8.6.2.2.4 Rout Losses).

15.2.4.2 If either unit wins the engagement, it suffers Winner's Losses as usual.

15.3 Ties in Combat

These rules replace basic rule 10.2.1. If, in a combat round, both players get equal scores, losses to the units involved in the engagement are calculated as described below.

15.3.1 If the sum of both players' modifiers is negative, there are no losses.

15.3.2 If the sum of the modifiers is between +2 and +4, each unit loses two figures.

15.3.3 If the sum of the modifiers is +5 or more, each unit loses three figures.

15.3.4 In every other case (a modifier sum of zero, or +1), each unit loses one figure.

15.4 Buildings and Structures on Fire

Groups of buildings and fortifications can catch fire from heavy artillery fire or howitzer batteries.

15.4.1 The player controlling a heavy artillery or howitzer battery must immediately roll a further 1d10 when his unit hits enemy troops sheltered in a town, fortified or not. If the result is 1, for 12-pounder artillery, or 1 or 2, for howitzers, the group of buildings catches fire. Once a fire has started, the procedure need not be repeated (no further fires break out).

(15.4.1 hr — the Lu(ri)doteca house rule restating the same fire-chance procedure as replacing the original rule 15.4.1 — is not reproduced here as a separate rule, being equivalent to the rule above.)

15.4.2 The player controlling the opposing side may try to put out the fire, at the end of the Fire round, if there is at least one unit inside the group of buildings that is neither disordered nor routed. To do so, he rolls 1d10: a result of 5 or less means the attempt succeeds and the fire is put out.

15.4.3 No unit may enter or cross a town on fire. Units inside it must leave during the following Movement phase or Reaction phase (whichever comes first), even if this requires a voluntary rout move.

15.4.4 (Omitted by the translator.)

15.5 Units That Surrender

Troops in a hopeless situation often prefer to surrender rather than fight to the last man.

15.5.1 A unit is isolated if completely surrounded by enemy units and/or impassable terrain, forming a ring with gaps narrower than two inches. Every isolated unit must be pointed out by the opposing player during the 4.7 Isolation phase of his own turn, and marked as such (for instance, with a white flag).

15.5.2 Once marked as isolated, the controlling player has his own turn available to free it (end the isolation). If, in the 4.7 Isolation phase of the following turn, it is still isolated, it must surrender. Surrendered units are taken prisoner, their bases removed from the table, except for gun models, which are left in place, and they are treated as eliminated for the purposes of morale and attrition. Note that captured generals, in the points count that decides victory, are worth more than eliminated ones.

15.6 Advanced Rules for Routed Artillery

This advanced rule partly replaces basic rule 8.6.2.2.1, and requires artillery battery bases to have gun models that can be separated from the base itself. Using this rule, when an artillery battery deployed to fire routs, instead of limbering its guns at no movement cost, the operations below are carried out instead.

15.6.1 When an artillery battery deployed to fire routs, its gun model is separated from the base and left in place, while the base with the gunners makes the rout move.

15.6.2 The base with the gunner figures, once rallied, may return to the gun model and reconstitute the battery. The gunners need not return to the same gun model, only a similar one (foot or horse artillery) of the same nationality.

15.7 Advanced Rules for Cuirassiers

(The Lu(ri)doteca house rule 15.7, on cuirassier armour reducing losses on a roll of 1, is not reproduced here as a house-rule addition.)

17.0 Observation and Weather

Commanders of the Napoleonic period rarely had the perfect view of the battlefield that wargamers enjoy. The rules in this section can be used to simulate that fog of war, as well as some environmental factors that prevented a clear view of the battlefield.

17.1 Observation

On no kind of terrain is it possible to see to infinite range, because of rises in the ground, obstacles, or buildings. On fairly flat ground, maximum visibility is roughly two miles.

In these rules, maximum observation distance, under normal conditions, is treated as 36" in every direction. This maximum may be reduced by weather conditions or terrain features. To see an enemy unit, there must be an unbroken line of sight between observer and target, and the target must be within the maximum observation distance.

17.1.1 Effects of Observation

Every enemy base not hidden by terrain features (see 17.1.2) that lies within the maximum observation distance is fully visible, and is placed and visible on the table.

17.1.1.1 Every enemy base beyond observation distance, or hidden by terrain features, is treated as hidden or invisible.

17.1.1.2 Weapon range and command radius may never exceed observation distance.

17.1.2 Observation and Terrain Features

Terrain features can block sight and reduce observation distance (every fraction below is rounded up).

17.1.2.1 Buildings

Units located in buildings are visible at half observation distance.

17.1.2.2 Woods

Units located in a wood, less than 2" inside it, are visible at one-quarter observation distance. If a unit is more than 2" inside, it cannot be seen beyond 2".

17.1.2.3 Depressions and Obstacles

Units located in depressions, hollows, sunken roads, and similar terrain are visible at half observation distance, unless the observing unit is itself on a hill.

Units defending entrenchments or redoubts of any kind are visible at half observation distance.

17.1.2.4 Revealed by Fire

A unit that opens fire can be seen at double the current observation distance (generally it will not be the unit itself that is seen, but rather the smoke of its weapons, or, even if not properly visible, the sound of muskets or guns will be heard; but from the point of view of the game this counts the same as seeing it).

17.1.2.1 Rises

[sic — repeated numbering in the source] No unit can be seen across rises in the ground that block line of sight.

17.1.3 Observation Procedure

When a unit is moved on the table, the position of every enemy unit that becomes visible because of this move must be revealed (by placing it on the table).

A hidden unit that, because of its own move, becomes visible must be revealed and placed on the table. The same applies if such a unit reveals its position by opening fire.

Likewise, units that become visible because observation conditions change must be revealed and placed on the table.

17.2 Hidden Units: Some Methods

There are many ways to implement these rules, but none of them is easy to put into practice. Bear in mind that building an effective system for hiding from the opposing player everything his units on the table cannot see takes time and special arrangements. Below are three methods, among many, suggested for hiding what cannot be seen.

17.2.1 Method 1: Movement on a Map

(Omitted by the translator.)

17.2.2 Method 2: Mystery Counters

Hidden units are removed from the table and replaced by numbered counters, or counters identified some other way (the die-cut cardboard counters supplied with the original game can be used for this purpose).

17.2.2.1 The number of counters available to each player must be decided before units are deployed. One counter for every 2-4 units is reasonably workable.

17.2.2.2 Counters on the table represent the position and facing of the corresponding unit, or, for infantry and cavalry, the facing and location of the base representing the Head of Column (cadre base). A counter may represent one or more units. If it represents more than one unit, the player should note down the distance and position of the units relative to the counter.²¹

17.2.2.3 A counter may represent no unit at all (a phony counter). These counters are placed and moved the same way as the others, but exist to confuse the opponent. A phony counter must be revealed as such as soon as it becomes visible to the opponent, and cannot be used to observe enemy units (and this inability could itself reveal its true nature).

17.2.3 Method 3: Pandora's Box

(Omitted by the translator.)

17.3 Effects of Weather

The real effects of weather on observation ability depend on many factors that can vary substantially with the place and period the battle is set in. The following rules are given as guidelines, to be filled out and adapted to the situation.

17.3.1 Determining the Effects

Maximum observation distance can be reduced by weather and by darkness.

17.3.1.1 Setting Maximum Observation Distance

Maximum observation distance may be set by the scenario, by mutual agreement between players, or, again, by a die roll.

17.3.1.2 Weather and Observation Table

(This table's contents are transcribed in the reference charts at the end of this document, under Weather and Observation.)

²¹ In practice it is faster and more workable to represent each unit with its own counter, even though this gives the opponent more information.

18.0 Optional Movement Rules

Players may choose to apply only the main rules of this chapter, or to use only some of them and ignore the rest.

18.1 Troops Lying Prone

Having one's troops lie prone offered protection from enemy fire but left the unit vulnerable to melee attacks. Rules 18.1.1 and 18.1.2 may be used on their own, without rule 18.1.3.

18.1.1 Lying Prone and Standing Up

The player announces which units are to lie prone or stand up.

18.1.1.1 A unit takes the same amount of time to lie prone or stand up as it does to make a formation change.

18.1.1.2 To mark which units are lying prone, turn one of their bases on its side (or note it down).

18.1.2 Effects

Prone troops cannot fire; firing at prone units carries a -2 penalty. Prone units engaged in melee combat have a -5 penalty.

18.1.3 Lying Prone When Attacked

Troops sometimes used lying prone as a last resort when it was impossible to form square to protect against a cavalry charge. The horses' reluctance to trample soldiers' bodies, and the difficulty of striking with a sabre so low, often reduced losses surprisingly.

18.1.3.1 If a unit must attempt to form square because it is charged by enemy cavalry, the player may instead choose to announce that the unit will attempt to lie prone. The procedure for the attempt is similar to that already seen for emergency square (see 8.4.4 Emergency Square), with the sole difference that the -3 modifier for being disordered does not apply (see 8.4.4.3.2 Disordered Unit). If the attempt succeeds, the unit, and any artillery in contact with it, lies prone instead of forming square.

18.1.3.2 Combat between prone infantry and/or artillery and cavalry is resolved in a special way. The players controlling the units each roll 1d10, disregarding any modifiers. If the unmodified score of the infantry/artillery unit is equal to or greater than the unmodified score of the cavalry, neither side suffers losses, and the cavalry, as usual, must make a bounce move. If, instead, the cavalry unit's score is higher, the infantry suffers losses equal to the difference, up to its own Rout Number (and it routs if that happens).

18.2 Optional Formations

Optional formations are achieved by arranging the bases of the units involved as described below. Deploying units in these formations costs no time, nor does breaking out of them.

18.2.1 Great Batteries

Artillery batteries may form great batteries by placing one artillery base deployed to fire immediately behind another, also deployed to fire. The two bases must be in contact and facing the same direction.

18.2.1.1 The two bases are treated as a single unit. Firing distances are measured from the unit's frontage.

18.2.1.2 Movement speed is half the normal speed when deployed to fire. Any situation that would further halve movement prevents the great battery from moving at all. The two batteries cannot change formation (they must first be separated) and cannot be moved or turned when the unit they are in contact with forms an emergency square (rule 8.4.4.2, Friendly Units in Contact, does not apply). Horse artillery batteries cannot evade if they are part of a great battery.

(18.2.1.3 hr and 18.2.1.4 hr — the Lu(ri)doteca house rules restricting great batteries to same-nationality foot artillery, setting their movement to the slower battery's speed, and doubling their fire dice and losses — are not reproduced here.)

18.2.2 Divisional Square

Divisional square was a type of formation used by infantry to face an attack by cavalry alone (one example was given by the French army at the Battle of the Pyramids), or was used by troops without enough training to form a proper square when charged by enemy cavalry.

18.2.2.1 Setting Up Divisional Square

Divisional Square requires at least two infantry units, which must be in column and commanded by the same divisional general. To show that units are deployed in divisional square, arrange them in contact, facing the same direction, one behind the other. If there is an odd number of units (generally three), place the largest in the front rank.

18.2.2.2 Using Divisional Square

Divisional square formation shares the traits of several formations.

18.2.2.2.1 Units in divisional square use half their column movement speed.

18.2.2.2.2 Units deployed in divisional square do not form square if charged by enemy cavalry. They fight infantry and artillery as if in column, and face cavalry as if in square.

18.2.2.2.3 Units in divisional square suffer fire as if they were in square.

18.3 Forced Marches

During the 4.2.3 Movement phase, some combat and supply-train units with no movement penalty (no Half Move or No Move markers, not disordered, not routed) may move at double the speed allowed by their current formation. Generals may follow these units in their move, even exceeding their own Movement Factor, only if they are in contact before the move begins and remain in contact during and after it. A move of this kind is called a forced march.

18.3.1 Straggler Procedure

Immediately after a forced march, it must be checked whether some of the troops straggled because of the march. The controlling player and his opponent each roll 1d10 for every unit that made the march.

18.3.1.1 If the modified result is equal to or greater than the opponent's, there are no stragglers.

18.3.1.1 [sic — repeated numbering in the source] If the score is instead lower, the difference gives the losses due to soldiers who deserted or were lost on the march. Stragglers are marked as fire or combat losses, and their number is not limited by the unit's Rout Number.

18.3.2 Straggler Modifiers

The die roll to determine stragglers is modified as follows.

18.3.2.1 Broken

The letter given in the unit profile's Broken column modifies the straggler die roll by +1 if E, +2 if D, +3 if C, +4 if B, +5 if A. For artillery and supply-train units, which have no such information on their profile, use a +7 modifier.

18.3.2.2 General's Grade

The highest-ranking general in contact with the unit modifies the 1d10 by -1 if Poor, +1 if Good, +2 if Excellent.

18.3.3 Effects of Stragglers

If the number of stragglers after a forced march equals or exceeds the unit's Disorder Number, it is disordered (a single figure lost this way disorders an artillery battery or a supply-train unit). This applies even if it exceeds the Rout Number. Losses from stragglers are treated as normal losses, but are not counted toward the points that decide victory at the end of the game (these losses must be tracked separately).

18.4 Construction and Destruction of Field Works

In these rules we assume that any construction of field works is carried out by infantry units directed and organized by a suitable number of engineers, so that no separate engineer or pontoon bases are needed. In every case where a work is built in contact with the spot it will occupy, there must be one infantry unit (assumed to include the engineers) and one or more supply-train bases (assumed to carry the necessary material and tools). To build assault boats and/or bridges, at least two supply-train bases are needed.

18.4.1 Destroying Obstacles

Infantry and cavalry units of the period always had a certain number of engineers or sappers able to destroy entrenchments, walls, or other obstacles, opening breaches or passages.

18.4.1.1 Only units with no movement penalty (Half Move, No Move, disorder, or rout) are able to destroy an obstacle. To do so, they must stay in contact with the obstacle for a whole turn (during that turn they may not move, nor, if cavalry, be marked for reaction). The player must announce his intention to proceed with the destruction at the start of his own Movement phase.

18.4.1.2 If, at the end of the 4.5 Construction and Destruction phase of the same turn, the unit is still in place and not disordered, the obstacle is destroyed. Remove a section of the obstacle's model as long as the line of contact between the unit and the obstacle.

18.4.2 Large Works

In these rules we assume that any construction of field works is carried out by infantry units directed by a larger or smaller group of engineers and sappers; this way there is no need for separate engineer units. In every case a work is under construction, there must be an infantry unit (which includes the engineers) in contact with one or more supply-train units (assumed to carry the necessary tools and material). If the work under construction requires boats or pontoon bridges, at least two supply-train units are needed.

18.4.2.1 Construction Procedure

The construction procedure is the same regardless of the work being built.

18.4.2.1.1 To proceed with building a field work, the unit must have no movement penalty (Half Move, No Move, disorder, or rout), and its frontage must be in contact with the spot the work will occupy for the entire Movement phase of its turn. The controlling player must announce his intention to build at the start of that phase.

18.4.2.1.2 If the unit stays in place until the 4.5 Construction and Destruction phase, and is not disordered, it has completed one turn of construction toward the work declared earlier.

18.4.2.1.3 Once the turns required for the work are complete, a model of that construction is placed on the table.

18.4.2.2 Types of Construction

18.4.2.2.1 Short Bridges

A wooden bridge over a stream, canal, or ravine no more than one inch wide can be built in two turns of construction. Place the wooden bridge model in front of the centre of the frontage of the unit that finished it.

18.4.2.2.2 Long Bridges

Three turns are needed for every inch of width to build a pontoon bridge over a river; six turns of construction, instead, for every inch of a wooden bridge. Every time one inch of the bridge is finished, place a corresponding section of the model in front of the unit. (Omitted by the translator.) Two units, placed on opposite banks of the river, may work together to build a bridge, each starting from its own bank and meeting in the middle.

18.4.2.2.3 Fortifying a Town

A unit posted in a town may proceed to fortify it. As many turns of construction are needed as the combat modifier the town will have.

Example: to fortify a town to a +2 modifier (obviously unfortified beforehand) takes two turns of work. With three turns of work, the combat value can instead be raised to +3 (up to a maximum of +4).

18.4.2.2.4 Entrenchments and Redoubts

A unit may build a redoubt or an entrenchment as long as its own frontage.

18.4.2.2.4.1 The time needed to build a trench depends on the work's combat modifier. A fortification with a +1 modifier needs 8 turns of construction, +2 needs 18 turns, +3 needs 28 turns, and +4 (the maximum) needs 48 turns. If one level is already complete, subtract the two times to find how long it takes to reach the next level.

Example: if a trench with a +1 combat modifier has been completed, raising that modifier to +2 takes 10 more turns of construction (18 for +2, minus the 8 already spent on +1).

18.4.2.2.4.2 An entrenchment, regardless of its combat modifier, can be altered by repairing a section that has been destroyed, or by having the protected side face the opposite direction. Altering an entrenchment takes four turns of construction.

18.4.2.2.5 Assault Boats

Assault boats can be used to carry troops to the opposite bank of a watercourse.

18.4.2.2.5.1 Launching a base representing an assault boat takes one turn of construction. Place the boat model in the water, in contact with the unit; the unit must be deployed on the riverbank with its frontage toward the water.

18.4.2.2.5.2 A further turn is needed to load the troops onto the boat; the unit boards during the 4.2 Manoeuvre phase, and the player moves it onto the model representing the boat. The unit must be in marching column and have enough movement capacity to move every base onto the boat. An assault boat can carry one cavalry or infantry unit, or up to two artillery batteries or supply-train units, plus generals and messengers without limit.

18.4.2.2.5.3 Once the troops are aboard, the boat can travel at a speed of 24 inches per turn. The scenario may specify modifications to this speed for currents (faster going downstream, slower against the current). Whatever the distance, moving the boat uses the entire Movement Factor of the units aboard.

18.4.2.2.5.4 While under way, the unit aboard cannot open fire, nor can it react. If it becomes an enemy target, remember it is treated as being in marching column. If engaged in combat, it is treated as if at a ford (in addition to being deployed in marching column).

18.4.2.2.5.5 Units aboard that begin the Manoeuvre phase in contact with a bank of the watercourse may disembark using their own normal Movement Factor.

18.5 Civilian Drivers for Artillery Limbers

Before 1792, the foot artillery of every European army employed civilians to haul guns across the battlefield; only horse artillery batteries had military limber crews. Civilian crews tried to get the guns into position as quickly as possible, then vanish for the rest of the battle. Military limber crews for foot artillery were introduced by the British in 1794, followed by the French army in 1800, and then, within a few years, by the armies of the Continent, though the reform took quite a while to become fully effective.

For game purposes, every foot-artillery limber crew up to 1805 can be treated as civilian.

18.5.1 In every scenario before 1805, every heavy artillery battery must be deployed to fire (unlimbered formation) at the start of the game.

18.5.2 In every scenario before 1805, artillery batteries entering the table after the battle has begun may enter limbered, but may not come within 18" of the enemy in that formation. If enemy units come within 18", the battery must either deploy to fire (unlimbered) or move back to 18" from the enemy in the following Movement phase.

18.5.3 Heavy artillery batteries, once deployed to fire, may not be limbered again for the rest of the battle.

18.6 Optional Evasive Movement

If a player wants to evade with cavalry or horse artillery able to do so (see 14.2 Evasive Movement), he must roll 1d10. If the score is less than or equal to the unit's Control, it may evade normally. If, instead, the result is higher, the unit becomes disordered before evading.

18.7 Escorts

Before a battle begins, players may detach troops to escort their commander-in-chief. Escorts protect him in an emergency, though they slow his movement.

Before play begins, designate one unit, or part of one (see 14.5 Detachments), as an escort.

An escort unit may move only if it begins the move in contact with the general it protects, and it is never marked for Reaction. The escort is under the orders of the commander-in-chief, and only while in contact with him.

While the commander-in-chief is in contact only with his own escort, his command radius is not reduced to zero (see 7.2.2.3).

18.8 Emergency Square

This rule adds a modifier to the Control of an infantry unit attempting to form square when charged by enemy cavalry. If the cavalry unit travels six inches or less to reach contact, the attacked infantry's Control is penalized by -2. The same modifier applies to attempts to Lie Prone.

19.0 Optional Combat Rules

19.1 Optional Artillery Range Rules

19.1.1 The range-modifier table is used to make artillery fire more realistic: more effective at short and medium range, much less so at long range. In addition to the normal artillery fire modifiers already listed under the basic rules, a further modifier applies, found in the range-modifier table at the box given by the guns' calibre (column) and the target's distance (row).

19.1.2 Any box with no modifier means a distance beyond the range of guns of that calibre.

19.3 Old Guard Gunners

Old Guard infantrymen (FrOGD) were historically used to replace losses among the Guard's gunners. During the Movement phase, infantry figures may be transferred to replace artillery losses. To do this, the two units must be in contact and not move that turn. Remove the loss marker from the artillery base and remove one figure from the Guard infantry unit. The transfer cannot be reversed.

19.4 Attack by Irregular Units

Units not counted toward morale (marked "*" on their profile) follow a special procedure when they must contact enemy units. The player controlling such a unit must announce his intent to move into contact with the enemy and roll 1d10. If the result is higher than the unit's (unmodified) Control, the move is not possible.

20.0 Optional Rules for Generals

Every rule in this chapter may be used on its own.

20.1 Special Options for Generals

Some generals of the Napoleonic period had unique traits that cannot be captured on a standard general's profile.

20.1.1 Blücher

Marshal Vorwärts had reached the highest ranks of the Prussian army by the time he was already seventy years old. He had little grasp of organizational procedure and, perhaps, was not always entirely himself. And yet his undeniable courage made him an idol to Prussian soldiers. His administrative shortcomings were covered by the skill of General Gneisenau, able and capable, and the two formed an effective and efficient pair.

20.1.1.1 An army commanded by Blücher has two commander-in-chief general bases. The first, representing Gneisenau, has three figures and values 20"G(10)+2D. The second, Blücher, has one figure and values 0"E(10)+3.

20.1.1.2 The Gneisenau base performs the normal duties of commander-in-chief. The second, Blücher (who may be used to command any unit), is used in combats and rally attempts, taking advantage of his excellent grade (E) and his considerable combat modifier (+3).

20.1.1.3 The point cost is calculated normally for both bases.

20.1.2 Napoleon Bonaparte

What can be said of him? Without doubt the best. The greatest general of his age, and perhaps of all time. Wellington said his presence on the battlefield was worth 40,000 men. The following rules apply to any battle between 1808 and 1815, and are used only when designing the scenario.

20.1.2.1 Improve every unit's Broken letter by one grade (an A stays an A).

20.1.2.2 Add one to every formation's Attrition Level.

20.1.2.3 When this rule is used, Napoleon is worth one extra point per cavalry and infantry unit in the field.

20.1.2.4 Napoleon's death causes the immediate defeat of the French army (apply this rule only if desired).

20.1.3 The Duke of Wellington

Arthur Wellesley, Duke of Wellington's best quality was certainly being in the right place at the right time. His presence, and direct command, was often decisive.

20.1.3.1 Mark Wellington's base for reaction if it is not moved during the Movement phase of the turn, in the same way as cavalry units.

20.1.3.2 When marked for reaction, Wellington may be moved, for any purpose, whenever cavalry reaction is possible.

20.1.3.3 Wellington costs ten points more than normal if this rule is used.

20.1.4 Non-French Generals

Before 1790, generals were careful to avoid fighting in the front line, considering it safer to choose a good vantage point from which to direct their troops at a distance. The new French generals, children of the Revolution, introduced a new style of command, often personally leading the attack.

20.1.4.1 Nations whose generals followed this new style of leadership were France and most of her allies (the Italian and German states, Poland); Great Britain and Portugal (after 1811); Prussia after 1811; Russian generals under Suvorov's command; and, finally, Turkish divisional generals (but not higher ranks). For every other nation, only generals of excellent grade (E) and/or with a +2 combat modifier are considered exceptions. There is no modifier for these generals.

20.1.4.2 Every other general is assumed to use the old style of command. For these, roll 1d10 whenever the general's base is to be moved into contact with a combat unit. If the result is higher than the general's Control, he cannot be placed in contact with that unit, nor with any other, for the rest of that phase of the turn.

20.1.5 Wounded or Disabled Generals

The reduced mobility of wounded or disabled generals can be simulated by reducing their movement speed, as, for example, in the Auerstädt scenario for Brunswick, or the Talavera scenario for Cuesta.

20.3 Multi-player Games

Very large scenarios play better with more than one player per side. Having several players requires coordinating the various formations commanded by different players, making the game more realistic.

20.3.1 Command Control with Multiple Players

Before starting the game, assign each player the units under his control: a wing, or one or more corps. One player per side should take the role of commander-in-chief, in addition to directly commanding a formation (as with Napoleon and the Guard).

20.3.1.1 Each player is represented on the table by the base of the highest-ranking general among the troops under his command. This base is the player's avatar on the field.

20.3.1.2 The player's avatar shows that player's position on the table. If that general is eliminated, the base that replaces him becomes the new avatar.

20.3.1.3 A player avatar's Control is always 10.

20.3.1.4 Before the game begins, players on the same side may agree on a common strategy. During the game, however, players may only confer if the bases of their respective avatars are in contact.

20.3.2 Messengers

Messages are written during the communications phase and sent by messenger from one player avatar to another. Messengers are placed on the table only when needed, and are available in unlimited number. The communications phase may not last more than one minute of real time.

20.3.2.1 Writing and Sending Messages: Messages are written on slips of paper. Each player may write as many orders as he wishes. The order must give the turn it was written, the sender's name, and the recipient. Place the order under a messenger, which is placed on the table in contact with the player's avatar. Messengers move like other units during the Manoeuvre phase.

20.3.2.2 Receiving Messages: A message is received when the messenger reaches contact with the player avatar it is addressed to. The messenger's base is removed from the table, and the player takes the message but cannot yet read it.

20.3.2.2.1 If the general the message was addressed to has been eliminated, the message cannot be delivered until he is replaced.

20.3.2.2.2 During the communications phase of the receiving player's turn, he may try to read a message that has been delivered but not yet read. Roll 1d10; if the result is higher than the general's Control (his real Control, not the 10 given for being a player avatar), the message cannot be read. If the result is equal to or lower than the general's Control, the message can be read.

20.4 Initiative

Every scenario states which side starts with the initiative; the player playing the commander-in-chief takes the Initiative marker before the game begins. Initiative represents a player's ability to influence the game by slowing down or speeding up the course of events. Every time a player uses the initiative, the corresponding marker passes to the other side. The player with the initiative may change the length of the game and/or intervene in the sequence of play, as described below.

20.4.1 Changing the Number of Turns

During the Initiative phase of the game turn, the player with the initiative may add or subtract one turn from the game's length. The game's length may only be changed once per day of battle.

20.4.2 Changing the Sequence of Play

During the Initiative phase of the game turn, the player with the initiative may change the sequence of play only for the current turn; once changed, it cannot be changed again in the same turn. The change can be made in two different ways.

20.4.2.1 Swap the active player, who becomes inactive, with the inactive player, who becomes active.

20.4.2.2 The Guard-commitment phase of the player with the initiative may be moved to immediately before, or immediately after, the Pursuit phase.

20.4.3 Ignoring Attrition

At the end of the Control phase, the player with the initiative may announce that his own units will not suffer the effects of attrition for the current turn, and only for the current turn (see 13.2.3).

20.5 Free Rolls

Free rolls were introduced to reduce the influence of chance in the game. A player may use a free roll to change a particularly unfavourable die-roll result by rolling again.

20.5.1 Each side has, at the start of the game, a number of free rolls equal to the number given by the scenario (see Scenario Rules 10.6.4.2). In games with more than one player per side, free rolls are divided among the players on the same side, who may only use them for units they control. Once a free roll is used, it cannot be reused.

20.5.2 Only one free roll may be used per die roll; players must abide by the result of the repeated roll.

20.5.3 If a free roll is used to repeat an opposed roll (for example, fire or combat rolls), both players must reroll their dice.

Appendix A: Optional Skirmish Rules

A1. Deploying Skirmishers

Infantry units in command, not routed or disordered, may detach their own skirmishers during the Movement phase. Militia, Landwehr, garrison, reserve, and Portuguese and Spanish guerrilla units may not detach skirmishers.

A1.1 Skirmisher Bases

A1.1.1 Skirmishers are represented by 1" x 1" bases with one figure.

A1.1.2 Every infantry unit able to operate in skirmish order (note "s" on its profile) has a number of skirmisher bases equal to half its own bases (rounded down). Infantry units that cannot operate in skirmish order may deploy only one skirmisher base.

A1.1.3 Skirmishers may not be deployed if the number of figures remaining, after subtracting the detached skirmishers, would break the unit (see 14.5.2.3).

A1.1.4 Skirmisher bases may not be in contact with any friendly unit, whether a general, infantry, cavalry, artillery, or supply-train unit.

A1.1.5 Skirmishers may be posted anywhere around the unit they belong to, provided the distance between the skirmisher bases and their unit's main body never exceeds that unit's line-formation speed.

A1.1.6 Skirmisher bases may not be within one inch of an enemy unit.

A1.1.7 Skirmishers and their parent unit are treated in every situation as a single unit, except when checking the chain of command, as detailed below.

A1.2 Command Control

A1.2.1 Skirmishers do not affect command control for the parent unit: the distance between the general commanding the unit and the unit itself is measured using only the bases making up the unit's main body.

A1.2.2 Skirmishers are in command if the unit they belong to is in command.

A1.2.3 If the unit is not in command, and the skirmishers end up farther from the unit's main body than allowed, or an enemy unit comes between the skirmishers and the parent unit, the player, on his own Movement phase, must immediately recall the skirmishers to the unit.

(Figure 1 in the source shows an infantry unit not in command, even though two of its skirmisher bases lie within the divisional general's command radius.)

A1.3 Procedure for Deploying Skirmishers

A1.3.1 The controlling player announces, during his own Movement phase, that he intends to detach skirmisher bases for a given unit; he then takes the bases representing the skirmishers and places them on the table in the chosen position.

A1.3.2 There must be no enemy combat units (infantry, artillery, or cavalry) between the unit's main body and the skirmisher bases — in other words, the parent unit must be able to move in a straight line to rejoin its skirmishers without contacting other units. If the unit is contacted by an enemy unit, the controlling player must immediately recall the skirmishers to the parent unit.

A1.3.3 Deploying skirmishers costs the same as a formation change.

A1.4 Procedure for Recalling Skirmishers

A1.4.1 The controlling player, during his own Movement phase, removes the skirmisher bases from the table.

A1.4.2 Recalling skirmishers costs the same as a formation change.

A2. Skirmisher Movement

A2.1 Skirmishers have a Movement Factor equal to the parent unit's column speed. The movement of the skirmishers and of the parent unit is treated as a single move, and must be completed before moving on to another unit.

A2.2 At the end of the movement of the skirmishers and the parent unit, the skirmisher bases must lie no farther from the main body than the unit's own line-formation speed (see A1.1.5).

A3. Fire

A3.1 The controlling player may decide whether to fire with the unit's main body or with its skirmishers; firing with both is not possible (see 9.1.1 of the basic rules).

A3.2 The skirmishers' fire arc is the same as infantry's (see 9.2.3.1 Infantry Fire Arc), measured from the centre of the frontage of each base (see Figure 3).

A3.3 The skirmishers' Fire Factor is the same as that of the unit they belong to.

A3.4 The skirmishers' range is the same as that of the unit they belong to, measured from the centre of each base.

A3.5 Every fire limitation given in basic-rule section 9.2, Limitations on Artillery and Small-Arms Fire, still applies.

A3.4 Procedure for Skirmisher Fire

[sic — repeated numbering in the source]

A3.4.1 The player names the target and, for each skirmisher base individually, checks whether it is within the fire arc, has a clear line of fire, and whether the target is at a distance equal to or less than its range. Only skirmisher bases that meet these conditions count toward the shot.

A3.4.2 Every skirmisher unit able to must fire at the same target (see 9.1.1 of the basic rules).

A3.4.3 A unit may choose any target it wishes, unless fire is restricted by other rules (see 9.1 General Rules for Artillery and Small-Arms Fire).

A3.4.4 If enemy skirmishers are among the valid targets, fire must be directed at them.

A3.4.5 If the target is skirmishers, or a unit that has deployed its own skirmishers, the number of bases able to fire is found by subtracting the number of the enemy unit's own skirmisher bases that are, in turn, able to fire.²²

(Figure 2 in the source shows the player controlling the blue unit able to fire with two skirmisher bases — the other two cannot fire because the target is outside their fire arc.)

A3.5 Skirmisher Fire Modifiers

A3.5.1 The parent unit's Fire Factor modifies the die roll for skirmisher fire.

A3.5.2 Skirmishers have a +1 bonus on the fire die roll.

A3.5.3 Units that have detached their own skirmishers and fire with the bases forming the main body have a -2 penalty on the die roll.

A3.6 Fire from Other Units against Skirmishers

A3.6.1 Skirmishers are valid targets for small-arms fire, but not for artillery.

A3.6.2 Units firing at skirmishers have a -2 penalty.

A3.6.3 Skirmishers do not block artillery's line of fire.

A3.6.4 Losses are inflicted normally, and are marked on the parent unit.

A3.6.5 Whenever an infantry unit able to operate in skirmish order loses a base to enemy fire or a melee, the number of skirmisher bases must be recalculated accordingly. Any excess skirmisher bases already deployed must be removed from the table immediately (the controlling player chooses which skirmisher base to remove).

²² In effect, skirmisher bases cancel each other out — the skirmishing troops are treated as being caught up in a skirmish against each other.

A3.6.6 Units with fewer than eight figures (i.e., fewer than two complete bases) can no longer detach skirmishers.

A3.6.7 If a unit's skirmishers suffer losses from enemy fire, they must immediately rejoin the parent unit. The losses are recorded on the unit they belong to.

A4. Melee

A4.1 If a skirmisher base is contacted by enemy units, the player must recall every skirmisher base to the parent unit (this is a special kind of evasive movement — see 14.2 Evasive Movement). The enemy unit may continue its move as if it had not contacted the skirmishers.

A4.2 Likewise, if a unit that has detached its own skirmishers is contacted by enemy units, the player must recall every skirmisher base.

A4.3 Skirmisher bases cannot be used to contact enemy units.

Appendix B: Orders and Communications

This appendix suggests some changes to the rules needed to simulate the delays and misunderstandings that often occurred on Napoleonic battlefields in the transmission and interpretation of orders.

To introduce them, section 7.2, Checking the Chain of Command, of the original rules must be modified, in the corresponding phase of the sequence of play (4.0).

Using the rules proposed in this appendix, checking the chain of command is done only for combat units. Generals, instead, are required to carry out the orders they have received, as recorded on their order sheet. In practice, rules 7.2.3.1 and 7.2.4, A General's Status, do not apply.

B1 Orders

Corps generals, and those commanding a wing or the centre, must have an order sheet listing the orders to be carried out. The order sheet is filled in for each general before the game begins, and can be changed later. For generals who enter the game during the battle, the order sheet is filled in the turn immediately before they enter.

(The source includes a sample order-sheet form with columns for writing time, arrival time, and operative order, and rows to be marked A: Attack, D: Defence, M: Manoeuvre, S: Support (cavalry only), R: Reserve.)

B1.1 No general may change his own orders. Generals at an intermediate position in the chain of command must give orders to their subordinates in such a way as to comply with the order they received.

B1.2 Every general may give orders only to the generals subordinate to him in the chain of command.

B1.3 If the scenario includes generals who may command any unit (Overall Wing Commander, see 1.1.4.2 Wing Commander), they may give orders to any general except the commander-in-chief.

B1.4 Order Types

There are five kinds of orders: Attack, Manoeuvre, Defence, Support, and Reserve. An Attack, Manoeuvre, Defence, Support, or Reserve order can only be given to other generals, who will then manoeuvre their own troops to comply with the order received, or will, in turn, give orders to their own subordinates.

B1.4.1 Attack

A general with an Attack order must work to capture the objectives and/or the area given in the order. The objectives must be clearly stated. The order may also give the route to reach the stated objectives. If there is more than one objective, they must be captured in the order given.

B1.4.1.1 Once the objectives are captured, the Attack order is automatically changed to Defence, with the same objectives.

B1.4.1.3 If the Attack order is given to:

  • a corps general — starting the turn the order is interpreted, the player must commit at least one division of the corps to attack the stated objectives;
  • a higher general — in the turn following the one in which it is interpreted, he must issue an Attack order to at least one subordinate general.

B1.4.2 Manoeuvre

A formation with a Manoeuvre order must reach the position given in the order; once that position is reached, the order automatically becomes Defence, with the area given as the Manoeuvre order's destination as its objective. If the position is held by the enemy, the units stop their move as soon as they can see this, and the order automatically becomes Defence, with the area the units are currently in as its objective.

B1.4.2.1 The Manoeuvre order may include the route, as well as the destination, of the move.

B1.4.2.2 If the Manoeuvre order is given to:

  • a corps general — in the turn the order is interpreted, every division of the corps must move to comply with the order;
  • a higher general — in the turn the order is interpreted, the general must issue the appropriate Manoeuvre order to every subordinate general and to every unit directly under his command.

B1.4.3 Defence

A formation with a Defence order must keep control of the objectives and/or the area given. The objectives must be clearly stated in the order.

B1.4.3.1 If the formation loses control of one or more objectives, the order immediately becomes Attack, with the same objectives given in the previous Defence order.

B1.4.3.2 To defend the objectives, units may attack an advancing enemy, but without pursuing him, and once the engagement is over they must fall back to the positions to be defended.

B1.4.2.2 [sic — repeated numbering in the source] If the Defence order is given to:

  • a corps general — in the turn the order is interpreted, every division of the corps must comply with the order;
  • a higher general — in the turn the order is interpreted, the general must issue the appropriate Defence order to his subordinate generals, such that at least 50% of the formations under his command work to defend the objectives given in the order.

B1.4.4 Support

Only formations made up entirely of cavalry may support. The formation must manoeuvre so as to support the units named in the order, even by contacting an enemy advancing on the units to be supported. The supporting unit must return to its starting position as soon as the combat is over.

B1.4.4.1 An independent division may support one or more divisions, or an entire corps.

B1.4.4.2 A cavalry corps may support one or more corps of the army it belongs to.

B1.4.4.3 Cavalry units may manoeuvre (move and/or change formation) in whatever way best complies with the order received.

B1.4.5 Reserve

A Reserve order must give the area or position the formation is to take up. Reserve units must be deployed:

  • in column or marching column, if infantry or cavalry;
  • limbered or in marching column, if artillery.

B1.4.5.1 If a reserve formation is engaged in combat by the enemy, the order immediately becomes Defence, with the area given in the Reserve order as its objective. The order reverts to Reserve the turn after the formation is no longer engaged in combat.

B1.4.5.1 [sic — repeated numbering in the source] If a reserve formation comes under enemy fire, the commanding general may change the order to Defence, with the area given in the Reserve order as its objective. The order reverts to Reserve the turn after the formation is no longer under enemy fire.

B1.5 Changing Orders

Senior generals (of corps-general grade or higher) may attempt to write an order to send to one of their subordinates during the turn's 4.1.2 Communications phase. Generals who receive an order must attempt to interpret and carry it out — that is, to activate an order.

Generals in contact with other units or other generals may not change or write new orders except to generals they are in contact with, and in that case with no die roll. An order changed this way, with generals in contact, must still be activated by the receiving general, following the procedure below.

B1.5.1 Procedure for Writing an Order

For every order, the player rolls 1d10 and compares it with the general's Control, as modified by circumstances.

B1.5.1.1 If the result is higher than the general's modified Control, that order cannot be written, nor can any other order that turn.

B1.5.1.2 If the result is equal to or lower than the general's modified Control, the player writes the order on a new order sheet, clearly stating:

  • the turn it is written;
  • the order's recipient;
  • the sender;
  • the type of order (see B1.4 Order Types) and its objectives.

B1.5.1.3 If the order's recipient is within the sender's command radius, the order is delivered immediately.

B1.5.1.4 If the order's recipient is outside the sender's command radius, the order is delivered the following turn, again during the 4.1.2 Communications phase.

B1.5.1.5 The order-writing phase may not last more than one minute of real time (see 20.3.2 Messengers).

B1.5.2 Procedure for Activating an Order

An order can only be activated during the 4.1.2 Communications phase of the game turn.

B1.5.2.1 If a general has received an order, the controlling player rolls 1d10 during the communications phase. If the result is equal to or less than the general's modified Control, the order is activated: the new order sheet replaces the old one and is immediately in effect.

It is worth remembering here that, in the sequence of play, the activation procedure comes before the writing procedure, so a general can, in the same turn he interprets and activates an order, also issue orders to his subordinates or manoeuvre his own units to comply with the newly received order.

B1.5.2.2 If the result is higher than the general's modified Control, the new order was not correctly understood, and the new order sheet is not activated. The formation commanded by that general must keep carrying out its previous orders for the whole turn. The new order will be automatically activated starting the following turn.

B1.6 General's Control Modifiers

B1.6.1 High Ground

High ground here means a vantage point, such as a hill or a rise, giving a clear view of the terrain and, especially, of the units the order concerns.

B1.6.1.1 A general writing an order has his Control modified by +1 if he is on high ground.

B1.6.1.2 A general activating an order has his Control modified by +1 if he is on high ground.

B1.6.2 General at a High Observation Point

B1.6.2.1 A general located in a town or a group of buildings (see 1.4.2.6 Units in Built-Up Areas for a definition of town) with a high observation point (a tower, a bell tower, ...) has his Control modified by +1 both when writing and when activating an order. The scenario defines which towns and structures have high observation points.

B1.6.3 Reserve

B1.6.3.1 A general with a Reserve order has his Control modified by +1 both when writing and when activating an order.

B1.6.4 Command Radius

B1.6.4.1 A general's Control is modified by -1, when writing an order, if the general the order is addressed to is outside his command radius.

B1.6.4.2 A general's Control is modified by -1, when activating an order, if he is outside the command radius of the superior who gave him the order.

B1.7 Combining Orders

In some cases it is possible to give a general more than one order. It can happen, for instance, that a corps has orders to defend a small town while, at the same time, capturing a different strategic position.

B1.7.1 A corps general may have up to two active orders. If two orders are active, they may only be Attack or Defence (the possible combinations are Attack-Attack, Attack-Defence, and Defence-Defence).

B1.7.2 A higher general (commanding a wing or the centre of the line) may have up to three active orders. If two or three orders are active, any combination of Attack, Defence, Support, and Manoeuvre is allowed.

Reference Charts

These reference charts are reproduced from the game aid sheets at the back of the rule booklet.

Small-Arms Fire Modifiers

ModifierCircumstance
?Firing unit's Fire Factor
-2Target under cover (town, woods, trenches, ...)
-2Target lying prone
+2Target in square, routed, or in marching column
+1Target in square or routed
-2Target in skirmish order
+1Unit firing with 6-7 bases
-1Unit firing with 2-3 bases
-2Unit firing with 1 base
-1Unit firing from a ford
-1Unit firing while in square or deployed in a town, building, etc.
+2Unit firing in skirmish order
-2Unit unprotected against a cavalry charge
-2Unsupplied unit firing

Artillery Fire Modifiers

ModifierCircumstance
?Firing unit's Fire Factor
?Target's distance
-2Target under cover (town, woods, trenches, ...), or lying prone
+2Target in square, routed, or in marching column
+1Target in column
-2Target in skirmish order
-3Damaged battery
-1Battery attached to infantry in square or deployed in a town, building, etc.
-2Battery unprotected against a cavalry charge
-2Battery with 4-5 guns
-2Unsupplied battery

Observation and Weather

Roll (d100)Weather ConditionsObservation Distance
01-20Clear day36"
21-36Rainy day27" eh
37-46Day, snow21" aeg
47-51Day, fog18" be
52-54Clear, calm night30" cd
55-68Clear night21" cd
69-71Clear, dark night9" cde
72-73Rainy but bright night21" cdh
74-84Rainy night12" cdeh
85-86Dark, rainy night3" cdfh
87Bright night, snow12" acdeg
88-94Night, snow9" acdfg
95Dark night, snow3" acdfg
96Bright night, fog12" cde
97-99Night, fog9" cdf
00Dark night, fog3" cdf

Notes:

  • a — Reroll if the place/season is incompatible with snow.
  • b — Fog lifts as the day goes on. Roll 1d10 during the weather phase; on a 1, the fog lifts. Then roll 1d10 again: 1-5, clear day (36" observation); 6-8, rainy day (27"); 9-0, day with snow (see note a — 21").
  • c — Roll d100 again if a night battle is not wanted (genuinely rare) ...
  • d — Unit Control is reduced by -1 (never below 1).
  • e — Roll 1d10: on a 1, blind combat.
  • f — Roll 1d10: on a 1-2, blind combat.
  • g — Frozen water: ford rules and modifiers do not apply.
  • h — Infantry fire is penalized by -1.

Melee Modifiers

ModifierCircumstance
?Attached general's combat value
+?Infantry/artillery unit not disordered, deployed in a town, building, etc.
-5Cavalry in a wood, even partially
-3Artillery/wagons in a wood, even partially
-2Infantry in a wood, even partially
-1Skirmishing infantry in a wood, even partially
-3Disordered unit
-10Routed unit
+1For every 100% numerical advantage (counted in bases)
+1Higher ground
-2Unit at a ford or on a bridge, even partially
-3In marching column
-5Lying prone
-3Cavalry against a unit in a town/building, entrenchment, etc.
-2Unsupplied artillery/infantry

Artillery Range Table

Range3-pdr4-pdr/WFA8-pdr - 9-pdr12-pdr/OFAHFA/HHARHA
0"-1"+2+2+2+2+2-3
1"-2"+1+2+2+2+1-1
2"-3"+1+1+1+200
3"-4"00+1+100
4"-5"-100+1-10
5"-6"-1-100-20
6"-7"-2-2-10-2-1
7"-8"-3-2-1-1-1-1
8"-9"-4-3-2-10-1
9"-10"-5-4-2-20-2
10"-11"-6-5-3-2-2-2
11"-12"-7-6-4-2-3-3
12"-13"——-5-3-5-3
13"-14"——-6-4—-4
14"-15"———-5—-6
15"-16"———-6——
  • 8.5.1.1 Cavalry Reaction
  • 8.5.1.2 Reordering a Unit
  • 8.5.1.3 Movement Penalties
  • 8.5.2 Cavalry Reaction
  • 8.5.3 Advancing after a Winning Combat
  • 8.5.4 Rallying Cavalry
    • 8.5.4.1 Units That May Be Rallied
    • 8.5.4.2 Sequence of Operations
    • 8.5.4.3 Procedure for Rallying Cavalry
    • 8.5.4.4 Cavalry Rally Modifiers
    • 8.5.4.5 Cavalry That Fails to Rally
    • 8.5.4.6 Controlled Cavalry
  • 8.6 Movement of Unformed Units
    • 8.6.1 Moving Unformed Units
    • 8.6.2 Kinds of Unformed Movement
      • 8.6.2.1 Cavalry Bounce
      • 8.6.2.2 Rout
  • 8.7 Time Limits for Movement
    • 8.7.1 Manoeuvre Phase
    • 8.7.2 Decisions