Napoleon Solo

Rules

by Ilya Kuryakin, Moldavia
Solo Napoleonic Wargames Rules

Introduction

This set of rules was first conceived in 1989, based around a desire to fight solo Napoleonic battles in what has quaintly become known as the 'fun' style. This translates into meaning that the game itself is all-important, and that where required playability comes before simulation.

That is not to say that the rules do not give a feel of the period. In my experience they do. The emphasis here is on fun. This is particularly important if you are a solo gamer, without some quick wit across the table reminding you of your ineptness. Nevertheless, these rules have been successfully used in numerous multi-palyer games with highly pleasing results. The rules can handle actions up to corps size without difficulty.

These rules were not written with the absolute novice in mind. There are no deep army lists, nor do I intend to tell you what uniforms your men wore and when they fought. Anybody who knows that little about the period and is not prepared to learn should go back to their Orcs and Goblins.

Scale

With the necessity of figure removal these rules are primarily aimed at 15mm figures and above. The figure ratio recommended is 1:40, giving an average French battalion of 18 figures. 1mm = 1 yard. Time is such an arbitrary thing, but we use 1/2 hour per move, which works fine.

Move Sequence

These rules do not follow the 'standard' style of rules. Rather, once the Control Phase is completed at the beginning of the move each unit acts in a random sequence determined by numerical cards. Once activated by card priority, each unit can move, fire and attack at the whim of the player. Additionally each turn each side draws one chance card from the Chance Card deck. This card is held and may be played at any time during the move on whoever the holder deems appropriate, or randomly if preferred. Cards cannot be carried over to subsequent moves.

Generals

The system focuses on individual generals, and their behaviour heavily influences the game. Each commander has three ratings, Troop Handling (TH), Attack value (AV) and Control Rating (CR). These can be allocated 'historically' if desired, but it is far more fun to randomly generate your staff. To create random characters, use the following tables:

Troop Handling (D6)

    1-2 Below Average
    3-4 Average
    5-6 Above Average

Attack Value (D6)

    1-2 Timid
    3-4 Normal
    5-6 Aggressive

Control Rating. (D10) GradeDivision ModCorps Mod.
1-2 Pathetic3-2-2
3-4 Inept4-1-1
5-6 Capable500
7-8 Good6+1+1
9-10 Excellent7+2+2

'Grade' refers to the role each brigadier must attempt each move, requiring less than the number stated on a D8 roll. Actual control range is 150mm and any unit outside this distance from its brigade commander is automatically out of command control. The modifiers for divisional and corps command are taken from the D8 roll provided that those gentlemen are within 300mm of the brigadier at the time of rolling.

National Variations

    French: +1 TH; +1 AV.
    British: +1 TH.
    Austrian: -1 CR; -1 TH.
    Russian: +1 AV; -1 CR.
    Prussian: -1 TH; +1 AV.
    Spanish: -1 TH; -1 AV; -1 CR.

Movement

The movement system is based upon what in 1989 was a revolutionary (!) card movement method. One card is required for each unit on the table, both sides forces being added together, so if there are a total of 25 units, then there will be 25 markers or cards, numbered from 1-25.

At the start of the Control Phase, each brigadier rolls for control against his CR. If he succeeds he is allocated just one card for his entire formation, picked randomly. If he fails each unit gets a separate card. Remember that all out of control units have a separate card anyway. The counters are laid by their respective units or commanders, and are then all revealed at once. Any spare counters not issued that turn are simply put to one side.

    Note: A UNIT WITH AN ATTACHED GENERAL IS ALWAYS IN CONTROL.

The unit with the lowest numbered counter then moves, or in the case of controlled formations are move in any sequence desired. This sequence can only be amended by events, as follows: If a unit is physically attacked (i.e. with the intention of melee) it immediately jumps ahead of the queue. For instance, say a lancer unit with card #4 decide to charge an infantry battalion in line holding card #15. Because the infantry must take a morale test they jump to card '6.5' and if they pass their morale test may act accordingly as the player sees fit. They are restricted to actions directly against the unit charging them. Other units subsequently required to test morale as a result of other units are given markers directing morale tests when their turn comes, however should a unit that has already moved be required to test morale then it does so at once, applying any results immediately.

This system enables a completely random move taking a large chunk of control away from the player.

Move Distances

INFANTRYNormalCharge
Column 150mm 200mm
Line100mm150mm
March Column200mm-
Square40mm-
Skirmish175mm-

CAVALRYWalkTrotCharge
Lights200mm 250mm350mm
Heavy150mm 200mm 275mm
Lancers 200mm250mm300mm

ARTILLERYWalkTrot
Foot (up to 8lb) 150mm -
Foot (12lb) 100mm -
Horse150mm 250mm

Random Movement

Each infantry or foot artillery unit rolls a modified D8, marked: +1,+2,+3,0,0,-1,-2,-3. This is the number of centimetres added or subtracted.

Cavalry and Horse guns use a D12 amended +5 to -5 as above.

The norm is considered '0'. Depending on the TH of the brigade commander, if he is Below Average add 1 towards the nearest extreme, and Above Average deduct 1 towards zero.

Additionally each unit rolls for swerving, but only after the player has moved it. Each unit rolls a D6, with a score of '1' indicating a pull to the left and a '6' indicating the right. Their final position is then amended D6 centimetres. Fairly soon nobody will be precisely where you were expecting, and allowing room for manoeuvre becomes a minor art form!

Formation Changing

When a unit wishes to change formation, roll a D4. This determines the number of quarters of movement required to arrive in the new formation, modified as follows:

    D Class troops +1
    B Class troops -1
    A Class troops -2
    Brigadier's TH Below Ave. +1
    Brigadier's TH Above Ave. -1
    Out of Command Control +2
    Musician dead (optional) -1

Thus some units have to carry a change into the next turn, whilst others can do it on the march.

Moving From A Standstill

To get troops moving who have halted, roll a D6. A result of '1' means that the unit does not advance. This is modified by +1 for Aggressive leaders and -1 for Timid. The reverse is true for stopping an advance; a '6' being needed for them to carry on regardless. Thus a timid leader is easy to stop but harder to start, whilst for Aggressive think Ney at Waterloo.

Disorder

All this moving about tends to cause a fair degree of disorder in units, requiring sorting out. This is simulated by means of 'D' or Disorder chits which are placed next to units as they are collected. These are as follows:

    Cavalry/Horse Artillery Trot move 1D per turn
    Each round of melee or firing 1D
    Each collision D3 D's per unit involved.
    Each move of Rout 2D
    Each move of Retreat/Pursuit 1D
    Formation Incomplete at end of turn 1D
    Unit moving over 1/2 and Musician dead 1D (optional)

To remove D factors, a unit must not have taken casualties up to the point in the round when they attempt to reform. Additionally reforming takes the whole turn, meaning that the unit can do nothing else. Then roll the ubiquitous D6, counting the result as the number of D's removed, modified as follows:

    A or B class troops +1
    D class troops -1
    Officer dead (optional) -1
    Musician dead (optional) -1

Firing

Infantry

Infantry firing is done in front rank volleys (except skirmishers) of 5 figures (note: excess figure do not fire, but are available to supplement casualties). Each volley has a firing arc of 45° and is calculated independently if necessary. Each volley rolls 1D6, modified as follows:

TYPEShort RangeLong Range
Musket75mm 200mm
Rifle 150mm 400mm
Carbine 50mm 125mm

Modifiers:

    Each rank over 2………….+1
    A/B Class…………………+1
    D Class……………………-1
    Soft Cover………………..-1
    Hard Cover……………….-2
    Target skirmishers………..-2
    Target Artillery…………..-1
    Firer Moved this turn…….-2

    Note: Rifles cannot move more than 1/2 and fire.

Add the modifiers to the D4 results to get a total number of hits. At Short range, Ύ are actual hits, and at Long range - Ό. Any fractions should be resolved using percentage dice if necessary.

Saving Throws: 5 or 6 at Short range; 4,5,6 at Long range.

Determining Casualties:

Dead are taken primarily the front rank, and figures are actually removed, being replaced with those behind. In the optional rules, certain specialist figures (officers, drummers, etc.) are required, and their positioning is important (see optional rules). To determine if a 'special' figure has been hit, count the number of figures in the front rank. Then roll randomly to see who is hit. Thus it can be seen that officers leading a column are in much greater danger than those standing in line. Attached general officers MUST be in the front rank to have effect, and thus are always in danger. All Generals are always save on a D6 roll of 3-6.

Note: Duplicate hits result in another ordinary soldier being hit. It does NOT mean that one figure has been hit multiple times! Also, 'special' figures can receive only one hit each per attack.

Skirmishers

In these rules only whole units may skirmish. They do this by deploying in a single, broken line whose frontage should not exceed four times the normal. Skirmishers have a firing arc of 180° to their front, and fire individually, needing 5 or 6 at Short-

Range (on a D6) and 6 at Long range. Saving throws are as normal.

Mounted light cavalry can skirmish using carbines. The rules are exactly for dismounted fire, except that cavalry cannot fire and move in the same turn.

Skirmishers effectively screen other units and cannot be fired through by infantry, although they can by artillery.

All movement rules apply to skirmishers, except that they do not suffer disorder whilst unformed.

Artillery

Each artillery battery is represented by ONE model, and one crew figure per piece represented. Additionally, each battery may include an officer figure (see optional rules). Ranges are as follows:

TypeCanisterCloseEffectiveMedium Long Extreme
4/6pdr. 250mm 75150300675 750
8/9pdr.300100200350800 900
12pdr.350125225425925 1050mm
Deductions: 00-1-2-3-4
Saving:65,65,64,5,64,5,6 4,5,6

Firing Procedure:

Roll 1D6 per battery firing ball, and 2D6 for canister. This represents the number of figures hit in the target unit, modified by the Deductions column and as follows. Each casualty has a saving throw as per the column on the Range Table.

Modifiers:

    Each additional 2 ranks after 1st…………………………………….+1
    Staff Officer directing fire (attached)……………………………….+1
    Target in square……………………………………………………..+2
    Guards firing…………………………………………………………+1
    Target is artillery…………………………………………………….-3
    Each crew figure over 3……………………………………………..+1
    Each crew figure less than 3…………………………………………-1
    Russian Gunners…………………………………………………….-2
    Neapolitan, Dutch-Belgian or Hanoverian gunners…………………-1
    Soft Cover……………………………………………………………-1
    Hard Cover…………………………………………………………..-3
    Each 'D' factor of Firer………………………………………………-1
    Battery Officer dead (optional)………………………………………-1

Determining Casualties: As per Infantry Fire.

Melee

Infantry vs. Infantry

Count 1 point per man in first four ranks in contact. Roll 1d6 per 5 points with 1/2 total as potential casualties. Saved on a 5 or 6. Determining hits as for firing, but counting all eligible victims. E.g. If 16 figures in 4 ranks, roll a D20 x times ignoring 17-20. Duplicate hits mean an ordinary soldier has been hit, and 'special' figures can only be hit once each. The side taking the most casualties checks morale, and if it passes the melee continues for D3 further rounds this turn, when it becomes a general brawl involving all troops available.

Modifiers:

    flank/rear attack………………..+2
    Hit enemy standing…………….+1
    A/B Class………………………+1
    D Class…………………………-1
    Each 'D' factor………………..-1
    Skirmishers…………………….Inflict 1/2 casualties.

Cavalry vs. Cavalry

1 point per Light Cavalryman.
1 1/2 points per Lancer (1st Round only, then count as LC)
1 1/2 points per Dragoon or Heavy Cavalryman.
2 points per Cuirassier.

Roll 1D6 per five points, taking 1/2 total as casualties. Front rank only counts in 1st Round. All save on 5 or 6, except fully armoured cuirassiers (i.e. front & back plates) who save on 4,5,6. Loser check morale. If they pass, D3 subsequent rounds counting all available troops.

Modifiers:

    A/B Class…………….+1
    D Class……………….-1
    Enemy hit standing…..+1
    Flank/Rear attack…….+2
    Each 'D' factor………-1
    Skirmishers………….. Inflict 1/2 casualties.

Cavalry vs. Infantry

Cavalry charge home only if they force the infantry to fail a morale test, and then pass a Charge In test themselves, assuming that they have received casualties, or the infantry have passed their morale test. All troops involved, whether directly in contact or not, fight.

1 point per Infantryman.
2 points per Infantry in Square.
1 1/2 points per Light Cav.
2 points per Heavy Cav. or Cuirassier.
3 points per Lancer (1st Round - then as LC.)

Roll 1D6 per 5 points with 1/2 total as casualties to be saved on 6 for infantry; 5,6 for cavalry and 4,5,6 for Cuirassiers.

Note: Skirmishers will not stand against cavalry, and if charged will evade D20cm, any being caught are ridden down and removed.

Morale

Reasons for Testing
1. Being Charged.
2. Rallying.
3. Death of a Commander.
4. Infantry being approached within 300mm by enemy cavalry and NOT in square.
5. Falling below 50% strength.
6. Losing melee.
7. Casualties suffered this turn.

There is a separate test for units wishing to charge.

The morale system is of course ruled by dice, but this time percentage dice, for a change! Each troop type is given a Base Percentage Level (BPL) to which modifiers are added or subtracted, giving a final figure.

    Grade A = 90%
    Grade B = 80%
    Grade C = 65%
    Grade D = 50%

Modifiers:

    Strength under 50%…………………………………………………….-50%
    Charged in flank/rear………………………………………………-25%
    Friendly unit within 300mm……………………………………….+10% (max. 3)
    Under Command Control………………………………………….+15%
    Defending cover……………………………………………………+20%
    Each casualty (in figures)…………………………………………..-3%
    Brigadier or Division CO attached…………………………………+10%
    Corps Commander attached………………………………………..+20%
    Under artillery fire and cannot reply……………………………….-10%
    Each 'D' factor……………………………………………………..-5%
    Charged by higher class troops……………………………………..-10%
    Loser of Melee………………………………………………………-15%
    Brigade or Divisional CO killed in influence range………………...-15%
    Corps commander killed……………………………………………-20%
    Unit retiring…………………………………………………………-10%
    Unit Routing………………………………………………………..-20%
    Each friend routing…………………………………………………-10%
    Infantry in square versus cavalry……………………………………+40%
    Infantry NOT in square vs. Cavalry…………………………………-30%
    Officer dead (optional)………………………………………………-5%

A roll on D100 below the final figure is required, otherwise the unit has failed morale. To determine the result roll a D10 and consult the following chart:

D10 rollRESULTS
1-3Panic & Rout (collect 1D per move)
4-5Retire 2 moves facing enemy (1D per move)
6-7Retire 1 move facing enemy.
8-9Halt 2 moves. (may fire)
10Halt 1 move. (may fire)

The first two results require rallying on the Morale Chart.
All troops rout out of melee.
When infantry test for nearby cavalry treat first two results as Stand, all other results as Form Square! This does not apply when being charged.

Charge Test

The method is as for ordinary morale. When a unit declares that it is charging it must roll D100. BPL's for charging are as follows:

    Grade A = 80%
    Grade B = 75%
    Grade C = 65%
    Grade D = 55%

Modifiers:

    Brigadier in Control……………………………+10%
    'Normal' Brigadier attached…………………..+10%
    'Timid' Brigadier attached…………………….-10%
    'Aggressive' Brigadier attached……………….+20%
    Charging inferior class troops………………..+10%
    'Normal' Div./Corps commander attached……+20%
    'Timid' Div./Corps commander attached…….. -5%
    'Aggressive' Div./Corps commander attached…+25%
    Standard Bearer dead (optional)……………….-10%

If the unit passes (rolls under) it will charge, forcing an immediate test from its target. Should both units morale hold, the attacker moves up to the target, takes any defensive fire, then tests to charge home. Firing at chargers is always at Short Range if the firers' morale holds. It should be pointed out that units who charge do so in a straight line and cannot fire that turn.

Charge Home Test

BPL: A = 90%; B= 75%; C=60%; D=55%.

Modifiers:

    Charging downhill……………………………………+10%
    Charging uphill……………………………………….-5%
    Brigadier attached……………………………………+10%
    Div./Corps commander attached……………………..+20%
    Each enemy 'D' factor………………………………+5%
    Each casualty this move……………………………..-5%
    Charging over obstacle………………………………-10%
    Charging building or fieldwork…………………….-20%
    Each 'D' factor………………………………………-5%
    Cavalry charging steady infantry…………………….-50% (i.e. passed morale)
    Officer dead (optional)………………………………-5%
    Standard Bearer dead (optional)……………………..-10%

Results:

A,B or C class infantry who fail will halt and fire a volley, unless CO is Timid, when they retire 100mm.
D class infantry retire 100mm.
All cavalry retire 150mm.

Optional Rules

Officers, Drummers & Standard Bearers

With the availability of such pretty figures, it seems a shame not to make use of them. Accordingly, if desired, each unit can have an officer, a drummer - or other musician - and a standard bearer. Most of these rules assume that it is the norm to have these people, so their absence gives certain negative modifiers.

Officers: No officer: -5% to all morale. Loss affects clearing disorder. Officers must be in the front rank or they have the same effect as if dead. That is not to say that a player can hide his officer and take the risk of a few bad rolls. It is his prerogative.

Drummers, etc.: Loss affects clearing disorder and units moving over half their move distance. Also slows formation changing. Drummers can stand anywhere. It is the sound that is important, not their positioning.

Standard Bearers: If dead, -10% to Charge Home morale tests. Normally the standard can be anywhere in the unit, although it should be at the front when melee is attempted, or the negative modifier will count.

Note: Occasions when the standard Bearer is killed assumes that for some reason nobody else has picked it up, and it is thus missing.

Teasing the Table: Scenario


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