This is a Napoleonic supplement to the excellent Fire
and Fury rules set for the American Civil War. It
allows players to simulate Corps and Army level
combat in the Napoleonic wars. The basic unit is the
brigade, and the rules emphasize playability.
The following are the main differences from Fire and Fury
- Musket range is shorter than the ACW, and guns are slightly less effective.
- 2d6 are used instead of 1d10. This gives a less
random distribution, and reflects the generally
greater discipline of Napoleonic armies as
compared to the volunteers and conscripts of the
War Between the States. The tables have been
adjusted appropriately.
- I have designed the rules for 25mm troops, which is
what I use. But you will see that the distances are
much the same as for the Fire and Fury rules using 15mm.
- There is provision for selected 'light' brigades to
operate entirely in open order. Such brigades fulfill a
role not unlike that of dismounted cavalry in the ACW.
- Formation changes are easier (again reflecting
greater discipline), but advance to contact is harder. It
is harder to move in bad going.
- Various national characteristics are reflected by
factors added to or subtracted from Maneuver, Fire
and Melee rolls.
Scales
1 Base = 400 men for 25mm, or;
1 Base = 200 men for 15mm
1 Gun Model = 10 guns
1 Move = 30 minutes
1" = 50 yards
Organization
Figures are organized in Brigades, each of which
consists of a command base (with flag) plus one or more
other bases. Cavalry are based in twos on a 40mm
square base. Infantry in fours on a 30mmx4Omm base.
Guns are based on 60mm square when deployed (60x8O
for 12pdr), 40x80 for limbered foot and 40x120 for
limbered horse guns. Skirmishers are based on 60x4O.
For identifying brigades, I recommend sticking a piece
of plastic card about 20mmx5mm vertically on the back of
the base, like a small label. You can then write on this the
name of the brigadier with an OHP pen, and wipe off the
name after the battle. Use pens of the same color as the
divisional commander to identify who belongs to which
brigade. This seems a better system than sticking labels
under the base.
Skirmishers
Brigades designated 'light' may deploy all their bases
(except the command stand) in open order. Such brigades may only operate in single line formation. Skirmishers suffer no penalty in rough going, but cannot
use roads. It takes half a move to go into or out of
skirmish formation. Skirmishers may also be deployed as
Permanent Detachments
Troop classification
As well as the Veteran/Average/Raw classification
which effect brigades' morale levels, troops may be
classified as Guard or Militia. Guard get a +1 on Maneuver
& Melee, Militia a -1. It is possible to have Raw Guards or
Veteran Militia, so this gives a total of 9 classifications.
Command and Control
A commander who is not in command radius of his
superior has his command radius reduced by one
grade. A poor commander loses his command radius
completely. Check command and control for
commanders at the start of the move. Mark out-of-
command commanders.
Command Radius is 8" for a division leader (12" if
exceptional, 6" if poor), 18" for a corps leader (24" if
exceptional, 12" if poor).
Maneuver Table
Roll for each brigade wishing to move. Disordered brigades
MUST roll.
Score | Good Order | Disorder |
1 or less | Retire a full
move | Quit the field |
2,3 | Disengage out of musket
range | Broken, lose base & retire |
4,5 | Hold ground (no
FC) | Wavering., hold in disorder |
6,7 | Tardy - Half move (may FC) | Shaken -
Rally & Hold Ground |
8,9, 10 | Well handled | Rally & 1/2
move (may FC). |
11or more | Well handled | Rally
with Elan! |
May not move within 2" of enemy unless contacting
May only contact enemy on Well Handled or Rally with Elan.
Formation
Changes
Changing from any formation to any other takes a half
move, but no base may exceed a normal move if doing
this. If a base has to move further than a turn's full
movement, the formation change takes a full move (and
may not be done if 'Tardy' was rolled).
Legal formations are:
- LINE - single line of bases, command
stand on the right (Only formation if skirmishers).
Infantry only.
- SUPPORTED LINE - two deep, command stand at
right front
- COLUMN OF ROUTE - single column of bases,
command stand at the front (this is the only
formation which can use roads)
- COLUMN OF ATTACK - two wide column. Infantry
only.
Movement
Maneuver Table |
Troop Type | Normal | Road | Rough | Obstacle |
Infantry | 12" | x2 | x1/2 | -3" |
Cavalry | 18" | x2 | x1/3 | -3" |
Leaders | 18" | x2 | x1/2 | -3" |
Foot guns | 8" | x3 | x1/3 | -4" |
Horse guns | 12" | x3 | x1/4 | -6" |
Maneuver Modifiers
+1 if in column or Guard
+2 Fresh
+2 Attached exceptional corps/division leader
-2 Spent
-1 If Austrian, Prussian before 1809, Spanish, Militia
-2 Close order troops moving in bad going
-1 Out of command radius
-2 More than a normal move from commander
+1 per attached corps or division leader, or
exceptional brigadier
Passage of lines costs 3" for Infantry or cavalry, 6"
for guns. (Skirmishers may pass through & be passed
through without penalty).
A unit which tries to move and fails in bad going
becomes disordered.
Fire Combat
Only one rank of bases can fire EXCEPT before
charge combat is resolved, when two ranks involved in the
combat may fire.
Firing ranges and Fire Points |
Infantry | 4": 1 | - |
Rifies | 6": 1 | - |
Artillery - Foot | 4": 10 | 12": 3 | 18": 2 | 24": 1
|
Artillery Horse | 4": 8 | 8": 3 | 12": 2 | 20": 1 |
Artillery Heavy | 4":12 | 16": 4 | 24": 2 | 32": 1 |
(Canister range is 4" in all cases) |
Fire Modifiers
x1/2 Disordered or low on ammo. Damaged battery firing. (Artillery low on ammo may only fire canister)
x2 Enemy enfiladed or in column of route
+1 Enemy in column of attack, supported line, changing formation
+1 Firing at cavalry, limbered artillery.
+1 British in single line firing
-1 Target in soft cover
-1 Target skirmishers, staff officers, unlimbered
artillery (Only if target in open ground)
-2 Target in hard cover
-3 Target in entrenchments
Musketry & Cannonade Table |
Fire Points | Desultory | Lively
| Telling | Deadly | Withering |
1/2 | 0-10 | 11+ |
- |
1 | 0-9 | 10+ |
- |
2 | 0-8 | 9-11 | 12+ | - |
3 | 0-8 | 9-10 | 11+ | - |
4 | 0-7 | 8-10 | 11+ | - |
5 | 0-6 | 7-9 | 10+ | - |
6,7 | 0-5 | 6-8 | 9-
11 | 12+ | - |
8,9 | 0-5 | 6-8 | 9-
10 | 11+ | - |
10,11 | 0-4 | 5-7 | 8-
10 | 11+ | - |
12-14 | 0-3 | 4-6 | 7-
9 | 10+ | - |
15-19 | 0-2 | 3-5 | 6-8 | 9-
11 | 12+ |
20-24 | 0-1 | 2-4 | 5-
7 | 8-10 | 11+ |
25-29 | 0 | 1-3 | 4-
6 | 7-9 | 10+ |
30-34 | - | 0-2 | 3-
5 | 6-8 | 9+ |
35-39 | - | 0-1 | 2-
4 | 5-7 | 8+ |
40-44 | - | 0 | 1-3
| 4-6 | 7+ |
45-49 | - | 0 | 1-2
| 3-5 | 6+ |
50+ | - | 0 | 1-2
| 3-4 | 5+ |
Effects
Desultory - No effect
Lively - Target disordered, Artillery silenced
Telling - Target disordered & one base lost. Artillery damaged &
silenced.
Deadly - Target disordered & two bases lost. Artillery wrecked.
VVithering - Target disordered & three bases lost. Artillery
wrecked.
Special Fire Effects
A roll of 11 or 12 before adjustment means that the
firers are low on ammo, and that the target may suffer an
officer casualty (roll on the 'Fallen leader table').
A brigade which is low on ammo must withdraw out of
musket range. A battery must limber up and move back a
move as if silenced. As soon as it is out of range of any
enemy, the marker is removed (at the end of the friendly move).
Melee
Eligible stands: All except march column count all stands March column only counts first
two stands. Lines may count 2 deep.
All eligible stands on both sides may fire before a melee.
Both sides roll 2 dice and add or subtract
factors as shown below. The difference (attacker -
defender) is then cross referenced with the
Charge Table.
Melee Modifiers
+1 Attached leader or exceptional brigade
commander (not cumulative)
+2 Fresh
-2 Spent
+1 French or any cavalry charging
+1 Russians defending
+1 Cavalry
+1 Armored cavalry
+1 Lancers charging
+1 supported (friends w/i 1/2 move to rear)
+1 Breakthrough charge
-1 Outnumbered 3:2
-2 Outnumbered 2:1
-3 Outnumbered 3:1 or more
-1 Disordered
-1 Low on ammo
-1 Each stand lost during fire phase or
desperate struggle
+1 Defending hill, ford, woods
+2 Defending sunken road, stone wall,
buildings
+3 Defending trenches or fieldworks
-3 Defender outflanked.
-5 Defender surrounded.
+1 Guards
-1 Militia
Charge Table
|
Difference | Effects
|
7 or more |
Swept from the Field: Defenders retreat
full move, disordered/silenced. One stand
captured one flees. Leader and battery captured if
present. One extra stand is captured for each
diftfence over 10. Attackers breakthrough and
must charge half move toward nearest
enemy. |
4 to 6 | Driven Back.
Defenders retreat disordered/silenced beyond
musket range. One stand flees. Battery damaged.
Attackers may carry position or break
through. |
1 to 3 | Hard Pressed
Defender retreat disordered/silenced and recoil 2"
batteries silenced and withdraw beyond musket
range. Attackers carry the position. |
0 | A Desperate
Struggle. Both sides disordered & lose 1
stand. Roll again with adjusted
modifiers. |
-1 to -3 | Assault
checked. Attackers: disordered and recoil 2" |
-4 to -6 | Assault
falters. Attackers retreat in disorder beyond
musket range. One stand flees. |
-7 or less |
Charge repulsed:Attackers retreat full
move, disordered. One Leader and one stand
captured. One extra stand is captured for
each diftfence over -10. |
Fallen Leaders
Roll Result
2 Felled by sniper
3 Crushed under falling horse
4 Mortally stricken.
5 Shot dead in the saddle
6 Grieviously Wounded
7 Disabled
8 Coolly ignores fire. No effect
9 Horse killed. No effect
10 Staff officer struck No effect
11 Coat pierced but unscathed No effect
12 Mere flesh Wound No effect
Detachments
A Detachment is a single base. It may only ever be
deployed in hard cover. Detachments are of two sorts -
temporary (made by a brigade to defend cover) or
permanent (made at the start of a scenario). To make a
temporary detachment, or for a detachment to rejoin its
brigade, counts as a formation change. The base is
placed in cover up to 1 move away from the parent
brigade. A detachment may not move except to rejoin its
parent brigade. It may fire and melee normally, although it
may never initiate melee. Detachments ignore disorder
results, and are destroyed by any other result. Permanent
detachments (e.g. groups of riflemen in houses) may not
move at all.
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