Old Trousers

Near Imbecilic Napoleonic Rules
for Larger Actions in Spain and Portugal

by Private Howard Whitehouse
52nd Foot
(deserted while drunk, 1813)


"About half-past four o'clock Lord Wellington came into the front of our position, and pulled off his hat; our army gave three cheers and advanced on the French who were ready to receive us —- it was like a long roll of drums without an interval —- at last the enemy gave way in all directions, and we completely beat them out of the field with dreadful carnage." Private John Green, 68th Foot at Salamanca 1812

Here is a short set of army-level rules for the Peninsular War. It is based on the assumption that if the details of combat are kept simple and abstract, if movement distances are fairly large and limited primarily by the presence of the enemy, and losses are considered in terms of loss of effectiveness (and in decent-sized chunks, to boot), then perhaps we can play a game that looks mainly at the decisions open to Napoleonic generals, and still expect to complete the battle and get home before our coaches turn back into pumpkins.

I don't think it matters what scale of figures you use. The scales and one way of defining the playing pieces are based on the 'Napoleon's Battles' system, which I find adequate but a touch finicky over some details and overly generalised in others - no offence intended, of course. The die rolling for Leadership Points per division is essentially stolen from De Bellis Antiquitatis. Don Featherstone's recent rules are an influence, as are Paddy Griffith's divisional and army level games from his overlooked classic 'Napoleonic Wargaming for Fun' and Andy Callan's "Dark Age Infantry Slog". There may be something I made up myself in there somewhere—-

Key Premise

The key premise is that each unit has a "CV" (Combat Value) between 2 and 8, which represents its worth in terms of morale and discipline as well as numerical strength. All combat, reaction and manoeuvre are based on this number, and as it falls the unit becomes less and less useful, until it reaches Zero and disintegrates there and then. Infantry and foot artillery movement is predicated on the CV, and a hard-pressed brigade is likely to advance quite slowly though it can run away (sorry, make a tactical withdrawal) at top speed.

The essence of combat is that one side seeks to cause a CV loss to an opponent by rolling a D6 and scoring equal or less than its own current CV (a '1' always being a hit, a '6' a miss whatever modifiers apply). The recipient unit will hope to rally any CV loss at the beginning of its next turn, trusting in The meantime chat it can maintain good order (or at least not run away) on its reduced CV If clings get bad it may not only fail to with stand the enemy's fire / cold steel / impressive uniforms and manly bearing, but also be unable to rally its strength back when opportunity arises.

C'est la Guerre -— in general, good troops will deal heavy blows and accept some punishment but poor quality units will be unlikely either to hit hard or take losses. Really good troops will be able to suffer some loss of CV before any loss of effect takes place.

Movement is rapid in comparison with most rules sets, since I find a lot of 2" moves very tedious indeed. Often it will be possible to move from out of artillery range into contact in one turn. However, since the firing rules permit multiple shots by a threatened opponent, a player who decides to assault an artillery battery needs to realize he may be shot at three or even four times by that battery during the single turn it takes to advance against it. Ouch indeed —- The importance of generals and the choices open to them are of paramount concern.

Divisional commanders can choose to monitor the formation as a whole and allow the brigadiers do Heir job as inspirers of men, or they can use their prestige and charisma (those that have any!) in attaching to a single unit (dine "hat-waving factor") while essentially abandoning the rest of their command. Most of the staff duties of carrying messages, allocating ammunition etc. is kept in abstract form in terms of Leadership Points (LPs).

TROOP ORGANIZATION

This organization follows my own prejudices in so far as I can recognize OLD TROUSERS

French: The French have the best organizational structure and probably the better generals at a divisional level. Their drawbacks lie in the quarreling between generals who ought to know better, a declining quality of recruits and an overall sense of frustration among the veteran soldiers whose morale has always been raised by frequent success.

Their tactical system has ceased to confuse the enemy, and the British have developed an effective counter to it. French dragoons count as heavy cavalry in the Peninsula, the cuirassiers and carabiniers staying away (yes, I know there was a provisional regiment with Suchet). French organization varied at different times and areas, but in general it was something like this, based on the Army of Portugal of 1810-11:

G.O.C 2/3 Corps 2/3 divisions 2 brigades 2 regiments

Each corps would have a cavalry brigade, each division an artillery battery. For 'Old Trousers', then, a division would have 4 infantry formations, often quite small, in two brigades sometimes combining permanently, and an artillery battery, 5 LPs if moved independently.

Britain: The British have a very small, fairly professional army of essentially Age of Reason type. It is the only European army which retains much of the character and quality of the Seven Years War, with the addition that it has learned to use skirmishers and a two-deep line. Its disadvantages are the silliness of its cavalry, its lack of heavy guns. and the dim-wittedness of many of its senior commanders (look at the Napoleonic campaigns in which Wellington did not command and see how well the British succeeded! And Wellington only had a half-dozen subordinates he could really trust).

The infantry, however, is marvelous. Being myself a dangerous Jacobin, I do not believe that Guards were necessarily better than veteran line troops in the field (though taller and cleaner!), nor that fusiliers and highlanders need special bonuses for having bigger hats. Dragoons and Dragoon Guards are, by this time, exactly the same thing. Don't let 'em tell you otherwise.

British organization was, initially, built solely on brigades with no divisional or corps structure. Wellington had reformed the army into divisions from 1809, though some independent brigades continued. British organization would typically look like this:

G.O.C. to 8 divisions, 3/4 brigades - usually Portuguese, with an artillery battery per division, cavalry in separate formations, either in a division or independent brigades.

Portuguese: The Portuguese appear to have been a shambles at the start, but under Beresford's tutelage, become surrogate Britons, and very good too. The 'dragoons' remained weak light cavalry, however.

Spanish: The Spanish have been subjected to much Anglo-Saxon racism. The old army was generally very poorly led, and the cavalry abominable, but the artillery was excellent and, if the infantry was usually defeated, it was frequently related closely to the prior flight of the horsemen exposing their flanks. Of course, since the gunners always stuck it out to the end, there weren't any for the next battle, but they couldn't retreat anyway due to a lack of draught animals - the volunteer "Junta" regiments were frequently very enthusiastic, and on one occasion one of these units charged and captured artillery of the Middle Guard.

It was wiped out soon after, of course, and nobody remembers it, but I say "let's be fair to the Spanish for once". Their generals, if not skilled, are frequently charismatic and definitely resolute in adversity. Nice Uniforms too. Pity about the cavalry!

Spanish organisation was improvised through most of the war, with OBs (from Oman's mammoth History of the Peninsular War) showing a divisional structure but no information on brigading of the listed regiments/battalions, and often two or more 'armies' with independent - read 'competing' GOCs coming together to fight the French.

THE RULES

Scales: 1 inch = 100 yards, 1 turn = 30 minutes. There is no set figure scale. Basic units are brigades or regiments, depending on national custom, of 1,000 to 2,000 men, less for cavalry formations, and artillery batteries.

Organization: Playing pieces can be organized by stands, or not, into brigade sized units. Infantry and cavalry 'units' are made up of several stands grouped and acting together. I don't think that the internal organization of the brigades matters as long as consistency is maintained. I use: 1 stand of figures = 4-500 infantry, 3-400 cavalry, 1 battery of artillery, 4-8 guns. A brigade would usually have 3-5 stands. Figure stands can be any size that seems appropriate - I use the four-figure bases for "Napoleons' Battles", but there is no obligation to follow this model. In general a brigade in line would cover a frontage of 4-600 yards depending on the specific deployment.

ARMY STRUCTURE:

The Peninsular armies on all sides tended to be scruffier and less elegantly organized than those that fought the big Central European campaigns. The basic unit in Old Trousers is, quite annoyingly, sometimes a brigade and sometimes a regiment - ie between a thousand and two thousand men in a gathering that the divisional commander - who is the most junior fellow we'll be considering - would look on as the building blocks of his command.

A British Major General in charge of a division in 1812 would usually have two British brigades of foot, one Portuguese, and an artillery battery - 4 units in all, to command with his D6 LPs. A French General de Division would have either 2 single unit brigades and an artillery battery - 3 units to command, or 2 double regiment brigades plus the guns, 5 units.

Independent Brigades have no divisional commander.

Easy Rule allow each such brigade 1 LP per turn to move or rally, extra LPs from GOC only.

More Interesting Rule: Roll a D6 per brigade to find out how many LPs it has for this turn; if you feel like it, designate Brigadiers as 'poor', 'average' and 'good'.

GENERALSHIP RATINGS

Divisional Commanders: Need 'Skill Rating' and 'Morale Rating', which are not at all the same. Base this on historical research, or roll for them;

Die RollGoodAveragePoor
1100
2110
3,4111
5221
6322
SkillMoraleRallies on:
1: Idiot; -2 LPs, radius 2"cowardly wretch, -2 to CV if attached(!)1
2:Fool; -1 LPs, radius 4""Ninny", -1 if attached. 1-2
3,4:Fair Man; LPs as rolled radius 6"Decent Chap, +11-3
5:Clever Fellow; +1 LP radius 8"Dashing Leader, +2 1-4
6:Child of Victory; +2 LP
radius 10"
Young Buonaparte! +2 1-5

French (but not allies)+1 on both. Spanish -1 Skill. British - just roll.

For quick and simple games, you might count all divisional commanders as having rolled a 3 or 4 - i.e. average men, no LP modifier, +1 morale, rally on 1-3.

Corps and Army commanders (there being very little consistency in command hierarchy amongst any of the Peninsular armies) are usually players - give 'em a 24" radius, LPs as rolled and a +2 for Morale. Alter this as necessary, but remember that wargamers who want to be given the advantages of Boney or the Duke will resent being given the characteristics of Cuesta. If you really want to do this try -

.LPsRadiusMoraleRally
British
WellingtionD6+430"+31-5
MooreD6+224"+31-5
GrahamD6+224"+21-4
BeresfordD618"+31-5
DalrympleD6-212"-11-2
HillD6+224"+21-4
Spanish
La CuestaD6-212"-11-2
BallasterosD6-212"+11-2
BlakeD618"+31-4
La RomanaD618"+21-4
CastanosD6+124"+31-4
French
MassenaD6+330"+21-5
MuratD6+230"+31-5
NeyD6+224"+31-5
SuchetD6+324"+21-5
MarmontD6+224"+21-4
SoultD6+324"+21-4
BessieresD6+224"+21-4
ReynierD6+124"+21-4
JunotD6+124"+21-4
VictorD624"+21-4
King JosephD6-118"+11-3
L'Emperor2D636"+4Auto

WHAT DIVISIONAL COMMANDERS DO

These officers may either:

Command the division: take a position among their units usually behind the front line, where it was easiest to administer the needs of the formation as a whole. This works out as follows:

  • Leadership Points: as rolled, +/- modifiers for Skill. Any unit within the command radius can move if given 1 LP.
  • Rallies: Test vs "To Rally" number for each unit.

  • Combat: No modifiers, but precious little chance of being killed, unless the position is totally overrun.

  • Reaction: no modifiers.

  • Attach to a unit: this means leading one brigade from the front and letting the others go hang!

  • Leadership Points: as rolled, +/- modifiers for Skill. Attached unit moves free, others cost 2 LP.

  • Rallies: Test vs "To Rally" number for each unit. Deduct 2 from die roll for attached unit, add 2 for others.

  • Combat: All Morale Ratings serve as modifiers, but you might come a cropper.

  • Reaction: Morale Rating modifies die roll, not necessarily in your favour!

WHAT ARMY AND CORPS COMMANDERS DO

These Generals may either:

  • Command their whole Order of Battle: Take up a position to observe the development of the action, and influence it by allocating LPs to divisions in need of bolstering, either by a flow of orders, visits from staff officers or the occasional bottle of good port. All divisions within command radius and visible can receive LPs. Those which cannot must survive on their own LPs. In an army like the French Armee de Portugal under Massena, where there are Corps commanders between the GOC and the divisions, LPs flow from the GOC to Corps and thence to Divisions.
  • Attach to a division: this essentially means abandoning command of the army as a whole while seizing command at a key location. In this case the General may add this Morale rating to every unit in the division, use his LPs for that division only, and rally any unit in it. He retains his usual Radius of Command for that division only. The regular divisional commander loses all powers - no LPs, no morale modifiers - during the attachment since he is presently merely a toady to the Great Man While the GOC is attached to a division, the rest of the army operates on its own LPs only.

THE FORCES

Combat Values:

    Bad: The rawest & least enthusiastic troops - CV3
    Poor: Most Spanish troops, some French allies - CV4
    Fair: Most French infantry, most cavalry - CV5
    Good: Most veterans, esp. Wellington's foot - CV6
    Very Good: British lights & guards, Middle Guard - CV7
    Superb: the Old Guard, just paid, on a full stomach - CV8

This is based on infantry units of 4-5 stands, cavalry of 3. Add 1 CV per stand over 3 cavalry, 5 infantry. Deduct 1 CV for each stand under 3 cavalry or 4 infantry. Artillery batteries are based on 6 guns; add 1 CV for 8 gun batteries, lose 1 for 4 gun batteries. If you don't use a stand system that fits this format, just go for something like (halve these numbers for cavalry):

Really big units (2500 men+) +2

    Big units (2000-2500) +1
    Small units (1000 -1500) -1
    Really tiny units (under 1000) -2

Now argue with your friends how many small units can get into close combat with one big one.

GAME SEQUENCE

INITIATIVE. Roll each turn for initiative. Higher roll (Side A) goes first - yes, this does mean that sometimes you get to move second, then first, which always feels wonderful as your opponent snarls at your sweeping manoeuvres!

MOVE GENERALS. Side A may move generals, and attach or detach as preferred. Generals move 36" per turn, but each attachment or detachment costs 12" - ie it takes time to leave a unit or find out what's going on with a new one. However, once a general is attached to a formation he moves again to accompany the unit when it moves. Replacement generals - usually the senior brigadier for a division, senior divisional commander for a corps - take up their posts at this time, and embarrassed gentlemen swept away in routs return to their command after one full turn away.

ARMY and CORPS LEADERSHIP POINTS. Corps commanders and C in C's roll for LPs. These will be used to 'help out' divisions under their command who do not have enough LPs to control all their units. At least, that's the idea. They decide who will receive the benefit of their LPs prior to Point 4. They may also dedicate LPs to rally units isolated from their divisional commander but within the senior man's Command Radius (see Point Q.

DIVISIONAL LEADERSHIP POINTS. Each division rolls a D6 (+/- modifiers) for LPs. These will be used to move units and to try to rally units who have lost CVs. Units beyond the general's Radius of Command cannot move or change formation; cavalry and horse artillery, being an exception to most things, however, can move half-distance if they roll their CV or less. Independent Brigades receive their LPs at the same time.

ALLOCATE LPs FOR RALLIES & MOVEMENT. Divisional generals attached to units do not have to pay LPs to move or try to rally that unit: however, all other units under their command cost double LPs to operate.

Movement costs 1 LP per unit, but if several units within a division are connected, facing the same way, and generally operating together as a column of assault, march column, or simply a long line, they can be moved as a single unit for 1 LP. This never applies to artillery, who always need their own LP to move; however, they can move, unlimber & fire all for that 1LP. They can fire for free if they don't move. What a bargain!

ATTEMPT RALLIES. Roll Divisional CO's 'to Rally' number or less to regain one status at cost of 2 LP for front line units within 500 yds of the enemy, 1 LP if in reserve or more than 500 yds from the enemy. If general is attached to one unit, subtract 2 from the die roll, but add 2 to the score of any other unit under his command trying to rally ('cos 'ee ain't there, see—).

Units can never rally more than 2 CV per turn, nor can they rally beyond starting CV. A unit that loses heavily over te course of a battle can only rally to 2 CV above it's lowest point - a unit that started at 6 CV, but goes down to 2, can only be rallied up to 4 maximum today.

If you have the LPs you can try as many attempts to rally one unit as you like in any given turn - you just can't succeed more than twice (though repeated failure is allowed—)

A unit that is outside the Command Radius of it's Divisional general can rally 1 CV if it rolls a '1' on a D6. Also, if a senior (Corps or Army) general chooses, he may try to rally the unit himself at a cost of 1 LP provided that it falls within his Command Radius.

MOVE ALL UNITS FOR SIDE A. Each unit moves forward, stopping at each range limit for enemy fire. Halt on reaching the long range limit of any enemy able to fire. If already within long range, move up to short range. Yes, this does mean you may have to halt to receive fire more than once in a turn. And yes, if all goes well, you will be able to complete the full movement distance.

MOVEMENT RATES

INFANTRY

  • Column CV x 3" (max 15") - Infantry move at 1/2 speed over rough terrain. Linear obstacles cost 2" ea.
  • March Column CV x 4" (Max 20")
  • Line CV x 2" (Max 10")
  • Square CV x 1/2 " (need CV of 4+ to move in square)
  • Skirmishers are automatically able to stay ahead of the parent unit

CAVALRY & ARTLLERY

  • Light Cavalry: 24" line/column, 36" march column
  • Heavy Cavalry: 18" line/column, 24" march column
  • Spanish Cavalry: 16"1ine/column, 24" march column
  • Horse Artillery: 18" limbered, 3" prolong
  • Foot Artillery: 2" x CV limbered, 2" prolong
  • Heavy Artillery, all Spanish Artillery: 1.5" x CV limbered, no prolong
  • Rough terrain: 1/4 speed, linear obstacles cost D6" cavalry, 2D6" guns.

Formation changes (not including artillery unlimbering to go into action) are done before movement and cost 4" for French -drilled infantry, 6" cavalry and Anglo / Portuguese / Spanish infantry. The rest of the move is done in the new formation. Turns must be done by wheeling on the inside stand, but 'about facing' or 'moving at the incline' count as one formation change (e.g. a British unit wanting to move sideways would go its CV for its particular formation - 6").

Linear obstacles include walls, streams, ditches etc. Severe obstacles may be designated as "double effect" or worse - some things cannot be passed! Any unit except skirmishers counts -2 to CV for firing and dose combat while crossing rough terrain or linear obstacle and for the rest of the turn - so beware! This 'disorder' ends at the next rally phase for that side - provided they have cleared the difficult ground - and costs nothing to reform.

Interpenetration: There are no limits on interpenetrating units of the same side as long as the nearest enemy is at least 6" away. This means that a faltering front line can fall back through a line of supports, but that the supports cannot pass through the front line unless it is more than 6" from the enemy's formed troops ( not skirmishers). "One should not manoeuvre in the presence of the enemy" - Napoleon.

Artillery can unlimber after movement at a cost of guns 6" foot & heavy artillery, 4" horse artillery. Limbering up costs the same. If the movement allowance is equal or less than the cost of limbering or unlimbering, you can do one but not the other. Yes, if you've got the right artillery you can limber, move, unlimber and fire in one turn - you always wanted to, din'cha?

A unit moving away from the enemy can always move its original maximum speed. The 2nd Voluntarios de Estremadura may not advance as fast as the Old Guard, but when they retreat...

SIDE B FIRES: Roll 1 D6 vs CV: pass and the target loses 1 CV. Modifiers to die roll: (+ is bad for the shooter, - is good).

    Target in hard cover +1
    Target in Column or Square -1
    Target in skirmish order +1
    Firers in Column or Square +2
    Firers are Artillery or Skirmishers shooting at long range +1
    Optional modifiers:
    Target is limbered artillery -1
    Target is unlimbered artillery +1

Ranges: (Short/Long)

    Light Artillery (4-6 lbs): 3"/10"
    Medium Artillery (8-9 lbs): 4"/12"
    Heavy Artillery (12 lbs+): 6"/15"
    Skirmishers: 1"/3" (rifles 4")
    Infantry Volleys: 1" (no long range)
    Cavalry firing is considered so trifling as to be ignored.

REACTION: At this point Side A tests Reaction. Any unit that has suffered a CV loss must test.

Optional rule - for a quicker game, don't test Reaction from fire for units whose current CV is 4 or more. This means they don't have to test every time they pass through a 'band of fire' as long as they have adequate morale.

Roll 2 D6 vs CV. If general is attached, modify by his Morale Rating: Pass both - continue with orders. Pass one No advance: if a general is attached, he can order a withdrawal if desired, stand still in current position, otherwise. Fail both: retire 4" -12" player choice. The enemy will say you ran away, in any case.

If CV reaches '0', run away immediately in abject terror and humiliation! This does not necessarily mean total destruction, merely sufficient disorder, exhaustion and demoralization to end its combat effectiveness for the day. If you wish, the unit can be presumed to regroup overnight and return to duty at 50% of its starting CV (rounding down odd numbers.)

SIDE A FIRES - just like for Side B

SIDE B TESTS REACTION - as for Side B

SIDE A COMPLETES ALL MOVEMENT. Side A units which halted to take fire (Point 7) and passed reaction (Point 8) finishes it's movement. Some units may receive fire more than once, and have to test reaction more than once. Any Side A unit attempting to charge advances to 1" (being musket range) of target and tests 2 D6 vs CV. Note that if the Side A unit receives no losses other than the target of the charge's musketry, it will only test once, not twice. Whether it succeeds, or not then—

TARGET OF CHARGE REACTS. Roll 2 D6 vs CV. This is a normal reaction test, where the unit may pass neither (run away!) pass one (hold position) or pass both (do whatever it wants). However, there is a second step:

THE EMERGENCY RESPONSE. If you passed both dice on the reaction test, roll 2 D6 vs CV again. If you passed one, roll 1 D6 vs CV. For each of these you pass, you may do one of the following as you choose:

  • Change facing.
  • Change formation. Time to form square if the cavalry are upon ye!
  • Form up if caught while crossing rough ground/linear obstacle Fire. Yes, you get to fire twice in one turn at those charging idiots!
  • Limber up.
  • Evade (only for artillery and skirmishers). Evading means an immediate scurry to the rear of 2 D6" for skirmishers, running gunners sans cannon or limbered horse artillery, 1 D6" for limbered foot artillery. Running gunners leave their cannon and join nearest infantry support - but if none are within their distance they are killed automatically if overrun by enemy. Yes, they can come back later.
  • Cavalry countercharge: 2" x CV. Side A and B units meet in close combat.

If you fail this Emergency Response, you just stand there like a fool!

SUPPORT AND OPPORTURNITY CHARGES.

  • Support Charge: Side B cavalry units in line or column (not march column) who are not themselves the target of a charge may test for an Emergency Response to countercharge the attacking units in support of their comrades, refacing if necessary and moving their CV x 2". If they have enough distance they may pass through/around the target unit and prevent the attackers reaching it. If they can merely reach the target unit, they will join in the melee alongside it. Of course, if they don't have enough movement, they will not reach the combat at all how embarrassing!
  • Opportunity Charge: Cavalry, using the same mechanism, may attempt to make an Opporturnity Charge at the start or end of their opponent's movement phase, facing the enemy to react as in "Target of Charge Reacts", above- as long as they are in range.
  • Support Fire: Units other than cavalry making a countercharge in support of the target unit may not join in the close combat this turn, but may fire - on their turn - into the flanks of a column formation if within 22 1/2° of their direct front.

CLOSE COMBAT.

Each unit involved rolls up to 4 dice number decided in advance by attacker - vs CV to inflict 1 CV loss on the enemy. This represents the intensity of the attack, from Reconnaissance in Force (1 Die) to Desperate Assault (4 Dice). However, attacking units whose CV is less than 4 cannot roll more dice than they have remaining CV - the men won't do it, and to allow it seems to encourage unlikely 'suicide attacks' by battered units in the hope that they will trade their own destruction for the chance to wipe out a stronger opponent.

  • Infantry attackers must roll all D6 at once, based on their current CV, as will their opponents - yes, it is possible for each side to effectively destroy the other! Cavalry can roll 1 D6 at a time, counting current CV as it diminishes, and may abort the attack after any die roll by retiring 3-6". Infantry cannot attack cavalry, but only advance to shoot at them. I know it did happen, once—
  • Multi-unit combats: Divide CV losses in a fair and gentlemanly fashion.
  • Flank and Rear Attacks: Attacker gets double dice and a free attack! if you survive, you fight back - serves you right for getting into this mess! To count as a flank or rear attack, the assaulting unit must either begin the move with its line of approach fully behind the enemy flank, or have a charge distance of at least 8" after getting into that position - none of the wargamer's trick of simply wrapping round at the end of the move.
  • If attacked in flank or rear while already fighting an opponent to the front, roll 2 D6 vs CV. Pass both and the unit heroically faces about - doesn't count as flank attack. Pass one - resolve combat with the unit to the front before flank attack hits you and probably shatters you. Fail - flank attack gets you first - free attack and double dice!

CLOSE COMBAT

Modifiers: Add or deduct from die roll; minuses are good!

    Cavalry vs Square +3
    Skirmishers vs formed troops +2
    Infantry vs Square -2
    Infantry line vs Column -1
    Lt Cav vs Hvy Cav +1
    Enemy in hard Cover +2
    Enemy in Soft Cover +1
    Fighting in March Column +3
    Artillery defending +2
    Fighting vs Broken square -3
    Cavalry standing to face charge +1
    General attached: add his Morale Rating to unit CV
    Crossing rough terrain or linear obstacle: -2 from CV until next rally

COMBAT RESULTS.

  • Uneven Loss: Test morale (1 D6) vs loser of most CV this close combat; if he fails he retreats 4 -12" (player choice), winner takes his position. If loser holds, test vs winner; If both pass, infantry will hold position and carry on fight next turn, but cavalry will retire 3" - 6" (player choice) to rally. This applies to both sides in the typical 'A charges/B countercharges' combat.
  • Even Loss: If neither side loses more CV in the close combat, test morale (1 D6) vs unit with lowest CV, if they pass, test next unit up. If anyone is left in contact at the end of the combat' they will be 'pinned' in close combat, which will be resolved next turn.
  • Infantry In Square that loses at least 2 CV and twice the CV it inflicts in a close combat round with cavalry breaks into disorder, counting as "Broken square", -3 to die roll . There is then a second round of melee as the cavalry try to mop 'em up.
  • Cavalry pursuits were the bane of the British horsemen. Victorious cavalry will pursue D6 x 2" unless halted by testing 1 D6 vs CV. A unit that hares off in Hot Pursuit of its beaten foe will move D6 x 2" towards them, and loses 1 CV. If it reaches the fleeing foe, or any other enemy in its path, it fights a close combat immediately, 2 dice thrown in one go. treat this as a normal close combat. Cavalry that does not rally on its next rally phase will lose another CV and charge the nearest enemy to its front (arc of 45 degrees of straight ahead). This may continue almost indefinitely if the unit proves unable or unwilling to rally, in which case it will be removed when CV reaches '0' or it rushes headlong off the table.

A victorious cavalry unit that does halt and regain composure may charge again on its next turn, or, if the enemy turn comes first, as an opportunity or support charge,

COMPLETE THE TURN. Reverse the process, with Side B moving and side A reacting.

THIS COMPLETES THE TURN SEQUENCE.

RISK TO GENERALS.

  • Attached general has a 1 in 6 chance of either he or his mount being a casualty whenever the unit takes 1 CV loss - ie a loss of 3 CVs in a melee means a 3/6 (50%) chance of a sabre cut or musket ball! This is especially dangerous to senior generals who attach to the whole division rather than the brigade, since any CV loss to the division puts them at risk - it's all that gold they wear that attracts the enemy.
  • Unattached generals are not entirely safe. If his figure is contacted or overrun by enemy infantry, he becomes a casualty on a roll of 1, if cavalry 1-2 he is a casualty; test for what happens to him the usual way. He will be captured if wounded or unhorsed on a roll of 1-3. Otherwise he escapes to nearest friendly unit - though he loses 1 LP for losing his decorum and half his dispatches in the rush! (army commanders having their permanent HQs overrun would be much worse - say, captured on 1-4 and lose 3 LPs).

Roll for the general becoming a casualty every time, and as soon as, the unit he accompanies takes a CV loss. This is especially important in cavalry combats which take place one die roll at a time.

Easy Rule. A general who becomes a casualty is lost. His replacement appears 2 turns later, (ie one turn without any LP.s) roll his character, but deduct an extra '1' from the roll since he is clearly a mere underling.

More Interesting Rule. Roll a 2 D6, each of two different colors, representing horse and rider. The higher is the casualty. If it is the rider, roll 1 D6 for our hapless victim.

    1: Horrible Death! Whole division loses 1 CV per unit.
    2: Mortal Wound. Unit loses 1 CV.
    3: Gravely wounded - carried to the rear.
    4: Hurt - lose 1 Morale Rating and 1 Skill Rating.
    5: Bloodied but unbowed - no effect
    6: Saved by your brandy flask/Legion d'Honneur . A miracle! Add 1 CV for the unit he accompanies!

If the horse is hit, roll on this table:

    1: Dying horse collapses on the general; he's hurt (see 4 above)
    2: Horse stampedes 2 D6" in random direction. General considered out of action whole of next turn. If he passes though enemy unit, 50% chance of capture.
    3-5: Horse dies. General gets another from a lackey.
    6: Horse continues, bleeding: General poses heroically; add 1 to his Morale Factor for the rest of the game as the troops cheer!

A general who is attached to a unit which dissolves on reaching a CV of '0' may return to the rest of his command after a delay of 1 full turn while he dusts off his uniform and covers his chagrin.

SKIRMISHERS. In an army level game one might prefer to ignore skirmisher elements on the grounds that they are a minor nuisance and that generals did not concern themselves with the actions of mere voltigeurs.

True enough, but the Peninsular battles were notable for Wellington's successful use of British light infantry and Portuguese Cacadores to counter the French tirailleurs. Besides, I read Johnny Kincaid's "Adventures in the Rifle Brigade" at the age of twelve and haven't been normal since, so I want the 95th and Black Bob Craufurd to have a proper showing!

Easy Rule. ignore the skirmishers.

More Interesting Rule. Assume that each infantry division has a skirmisher screen - portrayed by a handful of single figures of the right type - which is trained to cover the main body by harassing fire and bobbing from tussock to tree and vice versa. It has the sense not to get in the way of its own artillery batteries and does not need any LPs to move it - it goes with the forward parts of the parent formation.

Spanish divisions have a skirmish screen with a CV of 1
French divisions and Portuguese independent brigades have a skirmish screen with a CV of 2
British divisions have a skirmish screen with a CV of 3
The Light Division has a skirmish screen with a CV of 5. Of course, it has very few 'main body' units, since it serves essentially as a large light infantry formation with supports.

The skirmish screens are treated as normal units in that when two skirmish screens meet, they trade fire until either one retires or the general tires of keeping his formed units waiting and pulls back his skirmisher (or indeed, just passes through them - same difference). In this case the opposing skirmishers can either shoot once at long range and retire their CV x 3" behind their own parent formation, or fire at close range and hope to stop the attack. If they don't, it could be nasty!

Cavalry don't have skirmish screens (just a few vedettes etc). When cavalry attack an infantry skirmish screen, the skirmishers test morale vs CV, but can do no more than take a long range shot and hike it back behind the supports or into cover.

RANDOMISED TROOP RATINGS

The quality of troops in action frequently had less to do with unit history and reputation than such mundane concerns as recent alcohol consumption, regularity of footwear issues, and whether they had eaten breakfast today. To add some variety to unit ratings, roll a D6 for each:

Units marked '*' will usually not comprise whole brigades, being subsumed into larger line brigades, but may appear separately if using the Skirmisher optional rules.

"Old Trousers", by the way, is what the British infantry called the French drum-beat known officially as the Pas de Charge.

HOUSEKEEPING NOTES

Many wargamers, including myself, dislike elaborate roster systems and paperwork in general. Here are some ideas to 'keep it simple'.

  • LPs: Keep a number of dice available, one for every division. When the LP die is rolled, add or subtract modifiers and place the die next to the division to show how many LPs it has this turn. If it has more than 6, use two dice - though a reasonable optional rule might be used in which 6 Lps is the maximum anyone can have in one turn.
  • CV: If you really don't like keeping even a simple roster, use a system of markers placed behind each brigade to keep track of CVs. Small stones cost nothing, pennies very little, while more elaborate systems using single 'officer' type figures would look good, their numbers declining with losses ( though a guard cavalry brigade of, say, eight figures would look very odd accompanied by seven or eight officers, trumpeters and standard bearers!). You could also use the 'dice' method, with one or two small dice behind each unit showing its current CV.
  • Unit Identification: It helps to affix a small tab to one stand of each brigade to identify it. Likewise, generals can have tabs with name, skill and morale factors given. Somehow, wargamers always forget who is who and the gallant stand by Colborne's brigade becomes 'the affair of the Minifigs with the tan bases'.

RANDOMIZED TROOP RATING CHART

. Standard 1 2 3 4 5 6
British
Guard 7 6 6 7 7 7 7
Line 5-6 4 5 6 6 6 7
Light 6-7 5 6 6 7 7 7
Rifles* 7 6 6 7 7 7 7
Heavy Cavalry 5 4 5 5 5 6 6
Light Cavalry 5 4 5 5 5 6 6
Household Cav 6 5 5 6 6 6 7
K.G.L. horse & foot 6 5 5 6 6 7 7
Foot Artillery 5 4 5 5 5 6 7
Horse Artillery 4 3 4 4 5 5 6
'Foreign regts' 4-5 4 4 4 5 5 6
Portuguese:
Line 4-5 4 4 5 5 6 6
Caccadores* 5-6 4 5 5 6 6 7
Militia 3 3 3 3 3 3 4
Cavalry 4 3 4 4 4 5 5
Artillery 5 4 4 5 5 6 6
Spanish:
Regular line 3-4 3 3 3 4 4 4
Junta Regts etc 3 3 3 3 3 4 5
Guards & Foreign 5 4 4 5 5 5 5
Cavalry 3 3 3 3 3 4 4
Artillery 5 4 4 5 5 5 6
French & Allies:
Line 4-5 4 4 5 5 5 6
Legere* 5 4 5 5 5 6 6
Converged Grens 6 5 5 6 6 7 7
Germans/Italians 4 4 4 4 5 5 6
Poles 5-6 5 5 5 6 6 7
Neapolitans/Spanish 3 3 3 3 3 4 4
Young Guard 5-6 5 5 5 6 6 7
Middle Guard 6 5 6 6 7 7 7
Old Guard 7-8 6 7 7 8 8 8
Dragoons (HC) 5 4 4 5 5 6 6
Lt Cavalry 5 4 4 5 5 6 6
Guard Cavalry 7 6 6 7 7 7 8
Horse Artillery 4 3 4 4 5 5 6
Foot Artillery 5 4 4 5 5 6 6
Reserve/Gd Artillery 6 5 6 6 6 7 7


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