Wednesday 4 October 2017

Napoleonic rules.

Totally appreciate that there are loads of excellent Napoleonic rule sets out there. Well….here's another. Certain objectives had to be achieved when planning these rules. The rules had to be on no more than 20 sheets of A4. They deliberately do not cater for every eventuality. The firing table had to be an easy single reference chart. There had to be a command and control element. A single 1D8 is used with high scores always good and low scores always bad. Also wanted to stress the difference between foot and horse artillery and reward commanders with mixed arms. Most rule sets allow the forming of square to be relatively easy. These rules it takes a whole move to form square from column (2 moves from line) and squares cannot move. Totally appreciate that better troops often moved in square but many games had players "shuffling" their squares into the sanctuary of a wood or out of effective range of guns.  

Previously the rules had simultaneous moves but the adoption of alternate moves created an unexpected bonus…the attack/counter attack element in a game which is all too often missing.

These home grown rules have two critical elements that hope to re-create a realistic Napoleonic battle:
  • Initiative rule. This replicates the attack and counter attack element.
  • Brigade test. This replicates the Command and Control element. This admittedly slows the game down, but helps to do away with formal orders.

Based on 20mm/1/72 scale games but could easily be used for 25mm figures. 

 I have steered away from over complicating national characteristics e.g. Russian 12 gun batteries. These rules allow the players to modify and adapt so add +1 or +2 to their firing if you wish. This would merely be marked on the unit tab. Or throw twice. 

Read the last page first to get a flavour. 

A recent game re-playing Hanau 1813. Austrian cavalry (Art M) move to
 re-enforce their Bavarian allies in the distance before the French appear from the woods!

NB. Copying and pasting the info below has resulted in not everything aligning properly. Apologies!

SUMMARY SHEETS
SEQUENCE OF PLAY:
SEQUENCE OF PLAY
NOTES
Prior:  Allocate Brigade Commanders (BCs) and Divisional commanders (DCs)
2 Excellent, 2 Good, 2 Poor, remainder average for BCs. 
1 Excellent, 1 Good, 1 Poor, remainder average for DCs.
·       Initiative
Throw 1D8. Winner chooses who starts.
·       Brigade Command Test
Every brigade must take this test every move.
·       Artillery movement and firing
Perform morale tests and retreats where applicable.
·       Cavalry and Infantry movement
Include bonus move if outside 80cm from enemy. Test: can the enemy see you?
·       Musketry including skirmishers
If infantry and skirmishers decide to move and fire, deal with this in one action.
·       Melees and breakthroughs
Player 2 has options to react to any enemy moving into contact/melee.
Player 2 repeats the process.
Start with the Brigade Command Tests.
COMMAND: (brigade) Allocation depends on the number of brigades present/dictated by the umpire/players.
Brigade commander’s rating (players allocate)
Maximum Command radius of units from the Brigade Commander.
Excellent      +2
60cm
Good            +1
50cm
Average         0
40cm
Poor              -1
30cm

                   TYPE OF BRIGADE AND TYPE OF INDIVIDUAL UNIT.
                                                              PRE-SET.
Brigade rating
Unit
rating
Guard/veteran. Heavy cavalry.
+2
+2
Medium cavalry (all dragoons) elite/light infantry.
+1
+1
line infantry & light cavalry (incl. lancers) include Prussian Landwehr cavalry
0
0
Landwehr / Militia / Conscripts / Cossacks/ certain German units.
-1
-1

BRIGADE COMMAND             TEST
(must be taken at the start to every move)
+1
DC visible and within 60cm to the BC. (+2 if DC is adjacent)
+1
Up to one neighbouring BC within 60cm. (commander to commander)
+1
Brigade is advancing.
X (varies)
BC’s rating. Excellent +2. Good +1. Average 0. Poor -1
X (varies)
Brigade rating. Guard +2;  Light +1;  Line 0;  Militia, Line Cossack, Landwehr -1


X (varies)
No of units annihilated. Subtract number of red rings on the brigade commander.
X (varies)
% of casualties already lost. 33% = -2, or 66% = -4
X (varies)
Number of units taking KILLS in the previous move. Exclude removed units.
-1
Any enemy units within 36cm to the flank or rear. (excluding limbered artillery or skirmishers)
-1
Under artillery fire and has sustained KILLS.(include removed units)
-1
Any unit in DISORDER. (maximum 1) (see page 6.2 for morale chart)
+X (varies)
Throw 1D8

Score
Brigade Command Test results (The result continues to apply until the next test is taken)
3+
Pass test. Carry on as normal.
0 ~ 2 Hold
Brigade on HOLD orders for that move. Units may retire, stand or move sideways. No counter-charge by cavalry or infantry.
Units can change formation and fire. Units of -1 ability cannot form square. Others can and existing squares remain operational.
Can only melee if attacked.  Place a yellow ring on the brigade commander.
-1 ~ -3 Retire
Brigade must RETIRE ½ move, including artillery that must now limber up.  Infantry can’t form square and existing squares no longer exist, become disordered and treat as column. (+2/Guard units excepted)  Place an orange ring on the brigade commander.
-4 ~ -5 Retreat
Brigade must RETREAT ¾ move and face the rear. Artillery to limber up. All units now disordered. If retreat is blocked by other friendly units, river, bridge (unblocked or blocked), or woods then all units must surrender. Squares for all units no longer exist (as above).  Place a brown ring on the brigade commander. Units in melee must disengage, retreat and face the rear.
-6 or <
Brigade removed….including any attached artillery.

COMMAND: (Division)
Divisional commander’s rating (players allocate at the start of the battle)
Excellent +2
Good  +1
Average  0
Poor  -1
Maximum Command radius of brigades from the Divisional Commander.
n/a
n/a
n/a
n/a

DIVISIONAL COMMAND             TEST
(must be taken when a brigade is lost)
+1
C-in-C visible and within 60cm to the DC. (+2 if C-in-C is adjacent)
+1
Up to one neighbouring DC within 60cm. (commander to commander)
+1
Division (majority of) is advancing.(-1 if withdrawing)
X (varies)
DC’s rating. Excellent +2. Good +1. Average 0. Poor -1


X (varies)
No of brigades annihilated. Subtract number of red rings on the DC
X (varies)
% of brigades already lost. 33% = -2, or 66% = -4, or 75% = -6
-1
Any enemy units within 36cm to the flank or rear. (excluding limbered artillery)
+X(varies)
Throw 1D8

Score
Divisional Command Test results (The result continues to apply until the next test is taken)
3+
Pass test. Carry on as normal.
0 ~ 2 Hold
Division on HOLD orders for that move. No forward movement. No counter-charge by cavalry or infantry. Units can change formation and fire. Infantry cannot form square but existing squares remain operational. Brigades that were operating normally must now be placed on “hold orders.”  Can only melee if attacked.  Place a yellow ring on the divisional commander.
-1 or <
All remaining brigades within the Division are removed….including any attached artillery and engineers.
COMMAND TEST: (ARMY)
Taken by the C-in-C each time an army loses a Division from the army.  Score 3 or more to pass.                        
Roll 1D8; add C-in-C rating; -2 per division left the table; -2 per enemy brigade to the rear.
If score is 3, carry on as ordered, if 0~2, on hold, if 0, if -1 or worse, retreat and the battle is lost.
Example army test where an army of 4 Divisions has lost one division (-2) and has one enemy advancing to its rear (-2)
Roll 1D8
1
2
3
4
5
6
7
8
In the example, left, the army is on hold if it rolls a 1 or 2 or 3. 
If it rolls a 4 or more then carry on fighting. 
 add c-in-c ability
0
0
0
0
0
0
0
0
 -2 per division left the table
-2
-2
-2
-2
-2
-2
-2
-2
 -2 per enemy brigade advancing and to the rear
-2
-2
-2
-2
-2
-2
-2
-2
+1 per division still on the table
3
3
3
3
3
3
3
3
total scores (target is 3 or more)
0
1
2
3
4
5
6
7
MOVEMENT:
Units may move double if outside 80cm from nearest visible enemy, enemy in buildings, woods and skirmishers. Moving through a narrow gap is allowed without penalty, as long as the gap is at least 90% of the unit width.  Otherwise it costs half a move.  Any unit on a road ignores the penalty for going up or down hill.

Artillery can do any one of the following actions in a turn:
Foot artillery actions:
Horse artillery actions:
Moving backwards
Units may retire ½ or ¾ of a move.  If the unit retires ½ then it will end its move still facing the enemy.
If it retires or retreats ¾ then it ends its move with its back to the enemy.
Retire and retreat moves are affected by terrain.
Routs are diced for and end with back to the enemy.

a) move full (24cm)
a) move full (36cm)
b) unlimber and fire with -1 penalty
b) unlimber and fire with -1 penalty
c) fire and limber-up with -1 penalty
c) fire and limber-up with -1 penalty
d) fire with no penalty
d) move half, unlimber and fire with -1 penalty
e) any turning uses up a move
e) limber-up and move half
f) limber-up
f) fire with no penalty            

g) Turn up to 90°& fire with -1 penalty

MOVEMENT AND TERRAIN EFFECTS. NB Any unit may DOUBLE its movement allowance if outside 80cm of enemy units.
Terrain

Infantry line
Infantry column
Light inf & skirmishers
Cossacks/ Cv skirm/ Generals
Light cavalry §
Heavy Cavalry §
Foot artillery
Horse Artillery
Standard move
18cm
24cm
24cm
40cm
36cm
36cm
24cm
36cm
Road^
n/a
36cm
36cm
56cm
56cm
56cm
36cm
56cm
Up hill/ down hill
12cm
16cm
20cm
24cm
24cm
24cm
12cm
20cm
woods
12cm
16cm
20cm
24cm
20cm
n/a
n/a
n/a
rivers
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
streams
12cm
16cm
20cm
24cm
20cm
20cm
n/a
n/a
marsh
12cm
16cm
20cm
24cm
20cm
20cm
n/a
n/a
village buildings *
12cm
16cm
20cm
n/a   X
n/a   X
n/a   X
n/a   X
n/a   X
walls/hedges *
12cm
16cm
20cm
n/a   i
n/a   i
n/a   i
n/a   i
n/a   i
^ Cannot use road speed if pass within 50cm of enemy units in good order.   
X unless on a road;  i  unless on a road or there is a gate;  * no charging through these terrain features by infantry or cavalry.
§ All medium and light cavalry are disordered in woods except Cossacks.

WHEELING
When wheeling one front corner of the unit must remain still while the other corner advances.
Unit
Formation
Ability to wheel                              
Additional permitted movement
Infantry
Column
Up to 180° Note: infantry in column are restricted to wheeling 45° where enemy attack from within 10 cm)*
½ move. (12cm), unless being charged
Infantry
Line
Up to 45° Note: infantry in line are restricted to wheeling 20° where enemy attack from within 10 cm)*
½ move. ( 9cm) , unless being charged
Cavalry
n/a
Up to 180°. Note: cavalry are restricted to wheeling only 45° if enemy attack from within 18cm.*
½ move. (18cm) , unless being charged
Foot guns
n/a
Any wheeling uses up 1 turn.
None
Horse guns
n/a
Can turn up to 90° without using up a turn. More than 90° uses a whole turn, but do suffer -1 in shooting.
Can either wheel, or limber up & move ½ or move ½ and unlimber.
*  defending units forfeit the counter attacking bonus (+1) if forced to wheel by their max allowance when reacting to an attack.
Disorder results from a melee result or from the effects of enemy shooting or terrain effect, (see page 16) or being pushed back as friends fall back in melee or when interpenetrated by routers:
·     exiting a wood or building. (excluding formed light infantry) (only infantry and skirmishers are allowed in buildings).
·     in a wood excluding formed light infantry / skirmishers / Cossacks. (heavy cavalry and artillery are not permitted in woods).
·     in a marsh /stream/ford/bridge /pontoon excluding skirmishers / Cossacks.
·     it engages an enemy by moving through a battery of guns. (either defending or attacking).
·     both winning and losing in melee can result in disorder. See melee table.
·     Takes damage from being fired at. (by infantry in line and artillery with canister).
·     it is a square that loses (in melee) or fails a brigade test and is forced to move back.
·     it takes damage from skirmishers – see the shooting results table.
·     the skirmish 3-figure stand never becomes disordered and the first KILL results in its permanent removal.
·     Evading a melee. Units retiring a ¾ move remain facing the rear and add a disorder ring.
·     Any supporting unit to the rear of an annihilated unit being removed that turn.
·     Infantry or cavalry, fired at or attacked in melee while on a road in column of march.
·     Blown/resting cavalry being attacked by other cavalry.
·     Unit that is providing rear support has a unit disintegrate (5 disorders) in front of it.

    FIRING:  FIRING RANGES in cm
Artillery
Canister
Short
Medium
Long

line musket
16
Artillery ball may bounce through to the next unit which may be in the next range beyond the target unit.
Foot guns
40
80
130
200

skirmish musket
20
Horse guns
30
60
100
150

rifle
24
                                                                                                                                                                                                                                                                                               
FIRING CHART (1D8) (Ranges: C=canister; S=short; M=medium; L=long)
1K/ 5+N denotes one automatic KILL and a throw of 5-8 gives an additional KILL. A throw of 8 = add a disorder. 
Infantry may move up to half a normal move and still shoot with a -1 penalty, (but not into contact/melee)
Ignore Kills on infantry when working out the result of musketry fire. However, guns suffer -1 for their firing per Kill.  All shooting counts -1 for Disorder.
Fire factors: Firer is disordered -1, Firer moved or unlimbered -1, Target in redoubt -2. -1 for each kill against artillery. (not infantry)

                                                 TARGET 
FIRER
ARTILLERY @
Skirmish screen
Bounce through (excl square) /
 unit in building

Artillery / unit behind wall / in wood
Limbered artillery / infantry in line or  bounce through on a square
Cavalry
Infantry in column or column of march
Square
Full effect
RANGE
C     S     M   L
  C   S      M      L
C     S    M    L
C      S       M        L
C          S    M     L
C              S   M       L
Foot
4+   6+  7+  0
5+    6+      7+  0
4+  6+  7+    0
3+    5+      7+        0
1/7N   4+  5+    7+
1/5+N   1/8   3+    5+
Horse
5+   7+  0     0
6+    7+      8     0
5+  7+    0     0
4+    6+      7+        0
2+       5+   7+     0
1/7+N    2+    5+    7+







Reduced effect






RANGE
C     S     M   L
  C   S     M   L
C     S    M   L
C      S       M        L
C         S      M      L
C         S     M    L
Foot
5+   8     0     0
6+    8     8     0
5+    8     8    0
4+    7+      8         0
2+      5+    7+      8
1/6+N  2+       5+    7+
Horse
6+   8     0     0
7+    8     0     0
6+    8     0    0
5+    8        0         0
4+      6+      8       0
2+        5+  7+   8







Infantry firer is:






in skirmish   #
7+ to remove
    7+ to disorder
7+ to disorder
6+ to disorder
5+ to disorder
3+ to disorder
in line
3+
6+
6+
4+
     1/7 N
     1/7 N
in column
6+
7+
7+
6+
6+
4+
in square*
7+
  8 *
  7+ *
  7+ *
  7+ *
  7+ *
in bldg/woods
7+
8
8
7+
7+
6+

Artillery fire assumes 6 lb guns. However, where Guard / 12lb heavy guns are indicated on the unit tab, add +1. Artillery may choose to fire canister at a skirmish screen or ball at a unit behind, (with one bounce through on a formed unit behind) or fire canister at BOTH the skirmishers and the formed unit behind. 
Both effects use the normal column rather than the bounce through column. 
In all other cases where two units are in the line of fire use the bounce through column on the unit behind, unless it is a square.
At least one whole base of a target must be visible to the whole battery for it to shoot at that unit.
N if you roll a natural 8 at infantry in column, cavalry, or at a square at canister range then the firer scores a kill plus a Disorder. This is on top of the automatic hit. So a foot battery firing canister at a square on full effect, will get 1 Kill automatically and then if an 8 is thrown a further Kill plus a disorder. (if a 5-7 is thrown = single Kill and no disorder.)
@ artillery shooting on a formed target’s flank. Add 1 to the dice to hit.
# if shooting a single skirmish base then the damage normally only disorders the target. 1 KILL if target is already disordered.
* If there are 4 different targets on each side of an infantry square then roll the 1D8 four times, once for each target.
^ Setting buildings ablaze from artillery fire. If a battery scores an 8, roll again and a building will be set alight with a 6-8 or if a thatched building with a score of 4-8. Defending units can put out the fire with a throw of 6-8, or vacate the building next move.  Units cannot shoot or melee and fight the fire. 
Units must stay at least 6cm from any burning building.
Where a square is behind a wall and being shot at then the square takes priority for which column to use in the shooting table, but with a -1.

3 KILLS or DISORDERS: Morale test immediately. -3, add/subtract morale modifiers, throw 1D8. Result 3+…OK
4 KILLS or DISORDERS: Morale test immediately. -4, add/subtract morale modifiers, throw 1D8. Result 3+…OK
5 KILLS or DISORDERS: Unit is removed regardless of any helpful morale modifiers.
NB A morale test will also be required if a unit has enemy facing it within 1 move of its rear or is required as a result of melee.


 MORALE TEST MODIFIERS
Melee
Factor
+2 / +1 / 0 / -1
Quality of the unit.
+1
infantry or cavalry or artillery with supporting unit to a flank or rear. (Both flanks are needed to get +1)
(units with 3 or 4 kills or are disordered provide no support) (squares do not provide support to other squares)
+2
infantry in buildings.


-1/-2/-3/-4
Number of kills sustained
-1
Number of disorders sustained.
-2
Any unit (except horse artillery) outside brigade command zone

Loss of a General.
When a unit is removed, place a red ring on their brigade commander. Now roll 1D8 for each Brigade C who lost a unit in the turn. 
Deduct the number of units lost and if the result = zero = killed.   Throw 1D8 for replacement:
1 = general is ultra rubbish (-2), 2 to 3 = general is poor (-1), 4 to 7 = general is average (0), 8 = general is good (+1)

MARKERS:
Ring colour
Unit
Brigade
Division
Explanation
RED
1 Kill
Lost 1 unit
Lost 1 brigade
Red ring on a unit shows 1 KILL/casualty. A red ring on the Brigade or Divisional commander indicates a whole unit in that brigade or a whole brigade has been lost.
WHITE
Disorder
Disorder

Each white ring indicates a -1 disorder penalty.
YELLOW
-
On hold
On hold.
Brigade or Division is now on hold.
ORANGE
-
Retire
-
Brigade must retire 16cm.
BROWN
-
Retreat
-
Brigade must retreat 30cm.
BLUE
Blown cavalry
-
-
2 blue rings on the unit and 1 disorder ring on the BC.
Cannon Balls
Artillery.
-
-
Artillery use full effect firing until spent. Thence on reduced effect table.
       ^
Follow up
-
-
Follow up marker having won a round of melee


REACTION OPTIONS TO MELEE AND MELEE FACTORS:
REACTION OPTIONS BY DEFENDER:                                                    Infantry reacting to an infantry attack/charge:


·  Adjacent unit(s) within 6cm of the unit being charged may also be entitled to fire.  The unit must not be engaged in a firefight or melee or receiving a charge from another enemy unit.
Artillery reacting to attacking cavalry or skirmishers:
·  May fire. (at canister range)
·  Artillery adjacent to a unit being charged may fire at the charging unit but not if their friends cross into their firing arc in their counter-charge move
·  HA may limber up and move ½ their normal distance
Cavalry reacting to a cavalry attack/charge:
·  Counter charge.
·  All cavalry may wheel 180° (but not counter charge as well.)
·  Are restricted to wheeling only 45° (and no counter-charge) if enemy attack from within 18cm.
·  May retire half move and remain facing the enemy or ¾ move and face the rear. If the latter, add a disorder marker.

·  May fire (even if the attackers were out of musketry range at the beginning of the move)
·  Counter charge, unless the Brigade failed its last command test.
·  May change formation (but may not counter charge as well.)
·  May wheel 45° if in column or 20° if in line (and counter charge) unless the enemy attack from within 9cm.
·  Skirmishers fall back 18cm, and are lost if contacted
·  May retire half move and remain facing the enemy or ¾ move and face the rear. If the latter, add a disorder marker.
Infantry reacting to a cavalry attack/charge:
·  May stand and fire, (even if out of range at the start of move)
·  Infantry cannot counter-charge cavalry, nor may they form square.
·  Skirmishers are removed.
Units on HOLD orders (failed to pass their last brigade test) or with 3 or 4 KILLS or Disorders cannot counter-charge.

 MELEE MODIFIERS FOR ALL TYPES

ADD  MODIFIERS FOR INFANTRY vs INFANTRY
Melee
Factor

Melee
Factor
+2 / +1 / 0 / -1
Quality of the unit.

+1
 On a hill or defending a wall or hedge.
(+2 if it is a square defending a wall or hedge)
+1
Attacking or counter attacking.
+1
Both flanks supported.

+1
Line vs square or column of march.
+1
Rear support.

+2
Column vs square or column of march.



+2
In a building.
-1/-2/-3/-4
Number of kills already sustained

Halves go up
Larger Austrian/Hungarian infantry battalions.
-1
Disordered unit. (max -1 even if a unit has multiple disorders)



-2
Attacked in the flank or rear.



-2
Outside brigade command zone (except HA)




ADD MODIFIERS FOR INFANTRY vs CAVALRY

ADD  MODIFIERS FOR CAVALRY vs CAVALRY
Melee
Factor

Melee
Factor
+2
Infantry with secured flanks.

            -1
Cavalry attacking other cavalry uphill.
+4
Infantry in square formation.

Halves go up
Lancers (not Cossacks) vs any cavalry
except breast plated Cuirassiers.
+1
 On a hill or defending a wall or hedge.
 (+2 if it is a square defending a wall or hedge)






  -3
Infantry, not in square, being attacked by any cavalry





W= Winner. L=Loser. K=KILL. D=Disorder.

 
MELEE RESULTS TABLE
Take the unit’s pre-set morale rating, add/subtract the morale modifiers including KILLS                      
Throw a 1D8 and halve the score, rounding down, unless stated. (8=4, 7=3, 6=3, 5=2, 4=2, 3=1, 2=1, 1=0).
Winner will become disordered and must throw a 1D8 to determine if it suffers 1 Kill.
Multiple melee: Where one side has two units then each unit rolls 1D8, add that unit’s factors and you count the higher roll (rather than counting a bonus for higher headcount). If the single unit wins then the effect of the defeat is applied to both the losing units. 
Diff
Win
Lose
INFANTRY vs INFANTRY
INFANTRY vs CAVALRY
CAVALRY vs CAVALRY
0   **
Draw
0K
1D
0K
1D
Both stay engaged.
Fight again next move.
INF stands.
CAV retire 36cm.  Blown.
Both stay engaged.
Fight again next move.
1
1-3=1K
1D
1K
1D
L. Pushed back 6cm.
W. 1D8. Follow breakthrough table.
L. INF retire 6cm  L. CAV retire 36cm, blown.
W. INF stand.
W. CAV. 1D8. Follow breakthrough table.
L. Pushed back 24cm.
W. CAV 1D8. Follow breakthrough table.
2
1-4=1K
1D
2K
1D
L. Pushed back 12cm.  
W. 1D8. Follow breakthrough table.
L. INF retire 12cm.  L. CAV retire 36cm, Blown.
W. INF stand.  
W. CAV 1D8. Follow breakthrough table.
L. Pushed back 24cm.
W. CAV 1D8. Follow breakthrough table.
3
1-5=1K
1D
3K
1D
L. Retire 18cm & test MORALE
W. 1D8: Follow breakthrough table.
L. INF retire 24cm. Take  MORALE TEST
L. CAV retire 36cm Blown, take MORALE TEST
W. INF stand.                     
W. CAV 1D8 Follow breakthrough table.
L. retreat 36cm & take MORALE TEST
W. CAV 1D8. Follow breakthrough table.
    4
1-6=1K
1D
4K
1D
L. Retire 18cm & MORALE TEST
W. 1D8. Follow breakthrough result.  
L. INF retire 24cm. Take MORALE TEST
L. CAV retire 36cm, Blown, take MORALE TEST
W. INF stand.
W. CAV. 1D8. Follow breakthrough table.
L. Retreat 36cm & take MORALE TEST
W. CAV 1D8. Follow breakthrough table.
5+
1-7=1K
1D
5K
1D
L. Routs 24cm.  Unit removed.
W. 1D8. Follow breakthrough table.
L. INF Rout 24cm. Removed.
L. CAV Rout 36cm. Removed.
W. INF stand.
W. CAV 1D8. Follow breakthrough table.
L. Routs 36cm. Unit removed.
W. CAV 1D8. Follow breakthrough table.
W= Winner. L=Loser. K=KILL. D=Disorder.  Count melee with artillery as a 5+ win.
·  ** Draw in buildings: Occupant remains outside. 1 Disorder for both units. Attacking unit can try again next move.
·  Breakthroughs must be in charge angle (20°).
Blown cav: add 2 blue rings. One can be removed each move that a unit is “resting” (not moving/under fire) plus 1 white disorder marker. No counter charge.

BREAKTHROUGH TABLE: where an enemy is removed or retreats after melee.
1D8
INFANTRY
CAVALRY
1-2
No breakthrough. Stand.
Retire 36cm blown.
3-4
Take and hold ground.
Follow up on the same unit or take and hold ground. Free wheel up to 45°
5-6
Take & hold ground.
One free formation change/wheel up to 45°
Follow up on the same unit or breakthrough if they rout. Roll 4D8.
If no enemy in contact, retire 24cm blown.
7-8
Breakthrough. 3D8 for distance (max 24cm).
Distance will decide if a unit stays in contact or breaks off.
Follow up on the same unit or breakthrough if they rout. 6D8.
If no enemy to contact retire 36cm blown.
·       NB. Where a +1/+2 Brigade Commander is attached to a unit (max 1) in melee, player has the option of scrolling up/down one row.
·       If the winning unit takes ground and moves into contact with a enemy unit, then assume this is another melee and repeat the process.

NOTES FOR COMMANDERS: (useful bullet points to accompany this set of rules)

There are tests for:
·       Unit test (battalion/regiment/battery) once 3 or 4 KILLS or DISORDERS have been inflicted. +3 required to survive test.
·       Brigade command test: Taken every move. To see if the brigade can fulfil its orders. +3 or more required.
·       Divisional test. Taken when a whole brigade is destroyed. +3 or more required.

1.     Throw for initiative EVERY move. Winner chooses who starts. Player 1 plays out his whole move, then Player 2 plays.
2.     Use 1D8 throughout.
3.     High scores always good. Low scores always bad.
4.     No orders as such.
5.     Move sequence:  Brigade command test,
artillery movement and firing,
infantry and cavalry movement,
Musketry,
Melee and breakthroughs.
6.     Infantry, cavalry and artillery units have a pre-set morale rating. As does each brigade. Infantry are formed up as battalions (24 figures, or 32 for Austrians), cavalry as a regiment (16 figures), artillery battery (3 (FT) or 2 (HA) model guns).  Heavy batteries also have a caisson and count +1 when shooting.
7.     Figures are not removed. Red rings are placed on the unit when KILLS (permanent) are inflicted. White rings for DISORDERS.(not permanent)
8.     The C-in-C will be rated as do Divisional commanders. Neither of these can be killed/captured.
9.     You allocate your Brigade Commanders’ rating (BC). 2 should be excellent (+2) 2 are good (+1), two are poor (-1) and the remainder are average (0), or 4 for big games. When a whole unit is lost a red ring is placed on the BC.
10.   BCs can be killed (dice each time a unit is lost) and where this happens they are replaced.
11.   Each brigade has a command zone. Larger zones for the best commanders. Units may operate outside their command zone but will be -2 in morale. (no zone restriction for brigades under the Divisional commander)
Horse artillery is the only unit not constrained by command zones but still must not stray further forward than 36cm from a friendly unit.
12.   Players also allocate their Divisional commanders. 1 should be excellent (+2), 1 should be good (+1) and 1 should be poor (-1) and any remaining will be average (0). No command zone for Divisional commanders to their brigades.
13.   One side will complete all artillery firing, moving and musketry in their turn. The opposition must wait for their turn, UNLESS any attacking units are attempting to move into melee. Units may move double if outside 80cm (effective/short range for foot artillery) from nearest visible enemy, including enemy in buildings, woods and skirmishers.
14.   It takes a whole move for infantry to change formation, and if in line will take 2 moves to form square, (by moving into column first). This may seem ponderous but too many rule sets making the forming of square, at the last minute, too easy.
15.   Squares cannot move. 
16.   Foot batteries, wanting to turn on the spot, use up a whole move. 12lb/Guard batteries get +1 modifier.
17.   Horse batteries can turn up to 90° without using up a move but fire with a -1 modifier.  Foot artillery move at infantry rates and horse artillery move at cavalry rates. Neither have any defensive qualities in melee. Guard batteries get +1 modifier.
18.   Limbers should be placed immediately behind the battery when deployed. Limbers cannot be attacked in melee.
19.   There is only one formation for cavalry.
20.   Units may move through friendly units but see Interpenetration section 7.12 for details. (The moving unit becomes disordered)
21.   The skirmish screen is represented by a 3 man base. They fire independently. Removed on contact with cavalry. Retire when contacted by formed infantry. They can fire with a 180 degree arc. Useful nuisance value.
22.   Infantry (and skirmishers) and horse artillery may move and fire but have a -1 modifier to their firing.  Artillery units have special rules for moving and firing.
23.   Any unit (except artillery and heavy cavalry) are permitted in woods. However only a skirmish base, light infantry and Cossacks are not disordered.
24.   Infantry gain +2 while defending a building. Units attacking a building will be +1 so the differential will be 1. Buildings can be set on fire. 
25.   There is one table to determine firing.
Infantry fire at full strength and can ignore the number of KILLS they have suffered. However, artillery are modified -1 for every Kill suffered. Artillery and formed infantry are permitted to have a 20 degree variant from centre.
However 3 or 4 KILLS or DISORDERS will require an immediate morale test.
5 KILLS or DISORDERS and the unit is removed regardless and the unit behind that is supporting takes 1 disorder unless already in disorder.
Artillery fire at full effect for 5 shots. (can be varied by the umpire) Thereafter they fire at reduced effect. There is bounce through for ball is up to one unit. There is a separate column in the firing table for this. N Double hit opportunity for artillery and infantry in line formation. See firing chart.
26.   There is a table to determine the results of melee. 1D8 and halve the score. Include modifiers. Halves go down for all units except larger Austrian infantry battalions, where halves go up.  This is the only advantage larger Austrian battalions have.
27.   Follow the procedure for a breakthrough where indicated, (max 2).


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