By Robert M. Epstein
© August 15, 1999
1. Introduction. These rules are designed for a fast tactical war game of the Napoleonic period. A game between two opposing corps will last on average two to three hours- The first version of this set was written in 1996 and published in The Courier in 1997. Since then there has been further research, With Musket Cannon and Sword is an outstanding example. Because of that and further play testing, these rules have been revised. These rules can be used for solo play or with friends. Enjoy! 2. Organization. One can vary the composition of the different infantry battalions, cavalry regiments, and artillery batteries depending on choice. I prefer using 15mm figures with a ratio of 1:60. Players have the option of altering the numbers of figures per tactical unit and the numbers of figures per stand. These rules will work for all. For basing purposes, it is best that there be three figures per stand for infantry, two figures per stand for cavalry, and four figures per stand for each gun. Therefore, twelve figures will make up an infantry battalion (that is 4 companies per battalion), eight figures a cavalry regiment (four squadrons per regiment) and an artillery battery/company of one gun and four figures. Hence an average infantry battalion will represent 720 men, a cavalry squadron 120 men, and a battery 240 men and 8 guns. One can alter the size of battalions and regiments to satisfy the demands of greater historical accuracy. Understandably, the different states of the Napoleonic era had slightly different higher organizations at different times. I have a bias for standardized units so I usually propose the following higher organization:
2 brigades= 1 division 2 divisions, plus 4 batteries=1 corps 2 or more corps= 1 field army Please note that there can be variations to accommodate ones collections. Brigades and divisions can be mixed between infantry cavalry and artillery. The smallest combined arms forces that one needs to have a decent game would be a mixed brigade of 2 infantry regiments, I cavalry regiment, and artillery battery. For large recreations of historical battles, such as Austerlitz or Waterloo, I find it convenient to scale down the units within the large formations. One can use regiments or brigades for divisions. This will allow a player to fight the bigger battles with a modestly sized collection of figures and still keep the tactical flavor of Napoleonic warfare, rather than abandon tactics for grand tactics as certain commercial rules allow. I find this system works well. 3. Troop a. Infantry consists of fine and guard battalions. During the Napoleonic wars, at least in the French army, infantry could be deployed as skirmishers as well as in fines or in columns. It was usual practice that one company per battalion be deployed as skirmishers, but all infantry could do so. b. Cavalry consists of light, medium, and heavy, and is divided between line and guard. c. Artillery consists of foot and horse and is divided between line and guard. Artillery consists of howitzers and guns of various ranges and calibers. For this game all artillery are guns. 3. Distances and Ranges.
Canister has a maximum 6" range with a triangular shaped blast pattern that measures 30 degrees from each side of the muzzle. Move Distances infantry 6" in march column (one company abreast). infantry 5" in assault column (two companies abreast). infantry 4" in line (all companies abreast and stands touching) infantry 4" in square. infantry 9" in skirmish order. Artillery 9" Cavalry 12" irrespective of formation. Retrograde movements are at half the allowed distance depending on the formation. This applies to all combat arms. 4. Game Sequence. This is a move-counter move game with simultaneous firing and morale checks. The game consists of turns. Each turn has two move periods, one move period for each player. One player moves and determines all combat results. The opposing player remains passive except when simultaneous firing and morale checks are needed. The first player announces his move period is done, then it becomes the second player's move period who repeats the process. When his move period is completed, then a full turn is completed. The combat and movement rules allow for a cascading attack. This means that different combat actions can be conducted in succession rather than the usual sequence of move, fire, and melee. One can move, melee and fire in any sequence. But one can only move, melee, and fire once during a move period (except for artillery that either moves or shoots, but not both in the same move period). One can fire at the same unit with different units, but one can only attack a unit once in a move period. Example: Two opposing cavalry brigades face each other. The left regiment of side A charges the right regiment of side B. The right hand regiment of side A can, at the player's option and after the combat results are known from the first melee, charge the left hand regiment of side so long as A has not moved or engaged in combat that regiment during that move period. Then another melee is determined between the right hand regiment A and the left hand D regiment. Assuming A wins again, and there is another unit behind or beside A's cavalry brigade, that unit, if it has not yet moved, may attack another enemy unit by fire, melee, or both. However, if one of B's cavalry regiments had won the melee, it cannot be attacked for a melee by another unit during that move period. It can however be fired upon. Remember, the move period is only over after the side executing the move period has moved any, all, or none of his units. Then the opposing side may do the same. 5. Movement. During a move period, infantry may fire and move or move and fire. Infantry may change formation between fine, column, or square and fire or the reverse. Squares, lines, or columns may break into skirmish formation, move a full 9" and fire at the beginning or end of a move. Skirmishers may fire, move a full 9" and form into a line, column, or square at the end of a move. Skirmishers however may not fire after having moved and formed into a line, column or square. When changing formations between line, column, or square, units may fire but cannot move forward or back. Units may change their facing once during a move without and movement penalty. Infantry can never charge cavalry. Skirmish order is only for combat, not marching. Infantry moves about the battlefield in line, column or square. Skirmishers are deployed only when they are to go into combat or to provide a screen. Cavalry moves at standard distance and may change formation and move during the same movement period. However, a change of formation will reduce the move distance by a half Cavalry may not change formation and attack during the same move. Artillery may either move or fire during a game move, but not both. Movement of the guns takes a full turn. What that means is that if a gun is moved during a move phase, it may not fire back if shot at during the opposing players move of that turn. Guns can pivot on their axes and fire during the same move as long as the pivot does not exceed a 30 degree angle. Guns may not pivot if fired upon from the flank or rear during the opposing sides move. A player's units may advance or retreat through other units of the same side with a 2" reduction in move distance. Skirmishers may move through any friendly units without a reduced penalty, and friendly formed units can move through skirmishers without any loss of movement. Only units in skirmish order may move through thick woods. Generally units are to fight and maneuver collectively as infantry battalions, cavalry regiments, and artillery batteries. This means that the splitting up of units by stands is discouraged. All retrograde movements--that is withdrawing but still facing the enemy for units in line, column, or skirmish order is done at half the allowed distance. Units in line or column may slide to their sides 2" and may still fire in that move. During combat when a battalion or regiment holds a section of the line, and part of that unit is eliminated by fire and a hole is made in the line, enemy units cannot charge through the breech unless the breech is wider than the width of two stands. Commanders will have no influence in morale or melee for units in skirmish order. They have no influence for combat in buildings. Except for fighting in buildings, no unit may fight more than one melee per move period or fire more than once per move period. If an artillery crew routs for any reason, the gun is lost. All single stands of infantry or cavalry, if standing alone, are considered as skirmishers. Units in fine or column may charge through successive lines of skirmishers up to the full move distance of the attacking unit. Each line of skirmishers must check morale. If morale holds, then the attacking unit, if it takes any casualties from the skirmish fire, must check its own morale and if it stands then a melee is fought and no further forward movement can be made by the attacking unit during that move. Movement on roads adds 3" to all troops on the road. Woods, hills, streams, marshes all reduce the speed of movement. For each inch of difficult terrain, the formation will lose two inches of movement. Movement through woods is one half speed. Movement across streams is at half speed. Rivers may or may not be considered fordable. If fordable, then to cross it one must move a unit to the bank where it remains until the next move period. One the succeeding move period the unit is placed inside the river (at this point it is crossing). On the following move period, the unit is placed on the far bank and must remain there until the next move period. 6. Skirmishers. One of my major complaints about many war game rules is the minimal use made of infantry as skirmishers. Skirmishers were used to harass enemy formations and screen the advance of other units. Entire battalions can be deployed as skirmishers. Enemy infantry and cavalry charge through skirmishers and attack enemy units behind or adjacent to the skirmishers if the skirmishers' morale breaks. If the skirmishers do not break, then the attackers must halt and fight the skirmishers in melee, and cannot go further during that move. If the skirmishers fire on the attacking unit and scores at least one hit, then the attacking must check its own morale. Musket fire cannot penetrate a skirmish screen to hit units behind the screen. Skirmishers cannot form square if attacked if attacked by cavalry. Skirmishers may move through friendly units without any disruption or diminution of movement range. Friendly units may move through skirmishers without any disruption or diminution of movement. Skirmishers may not charge enemy units such as formed infantry, cavalry, or artillery, unless the terrain allows no other type of formation such as woods or is very rocky. 7. Combat Ineffectiveness If an infantry battalion or cavalry regiment is reduced to a single stand, or if a stand is separated from another by a distance greater than twice the width of an stand, that unit is considered ineffective. Single infantry or cavalry stands cannot be sent beyond the distance of two stand widths from another stand and still be considered combat effective. Combat ineffective units may fire only in defense as skirmishers, but it cannot initiate fire. If physically attacked it fights and fires as skirmishers. It may continue to serve as a screen. A skirmish screen will cover twice the width of a stand. The ineffectiveness ends when the lone stand reinforces or is reinforced. This amalgamation will take a full turn to restore combat effectiveness. Single cavalry stands can be used as skirmishers. Cavalry does not shoot. Cavalry in skirmish order may not charge an enemy but it defends itself normally in a melee if attacked. 8. Combat Fire a. Volley Fire : Infantry volley fire is by single rank only. Infantry stands must be separated by no more than than one half the width of an infantry stand to fire a volley. If farther apart, they are considered in skirmish order and fire as skirmishers. All infantry stands fire only to their front. If any stand (company) of an infantry battalion receives fire, then all companies in that battalion return fire. During musket fire infantry stands must shoot at units immediately to their front, and cannot fire on an angle. If there are no enemy units immediately in front, then the infantry may fire vollies at a 30 degree angle. Musket volley fire is determined by rolling a six sided die. If the target is at optimum range (4" or less) then one multiplies the number of soldiers firing by the number of the pips rolled on the die, divide this number by ten and discount fractions to determine the number of hits. If over 4" from the target to a maximum of 6" then one deducts one die pip from the roll. For example: a full battalion in line, 12 figures, is to fire a volley. the distance between the opposing forces is at optimum range, 4". A 4 is rolled on the die. 12x4=48, 48/10=4.8 so 4 kills are scored on the opposing unit. The number of troops included in a single volley action are unlimited, but it is recommended that volleys are fired by battalions. b. Skirmish fire: The same method as volley fire is used except that two points are reduced from each die roll, and 3 pip are reduced if firing at a target beyond optimum range. c. Rifles. : Certain units, most famously, Britain's 95th regiment, were armed with rifles. For rifled units, maximum and optimum ranges are the same. That means no decrement for volley fire at 6" range and only 2 die pips reduced for skirmish fire at 6". d. Artillery. : For firing round shot, i.e. from 6"-18", an artillery stick is used to designate the route of shot. The target is identified as anything that is touched by the stick up to a penetration of four ranks. For optimum range 6"-12", one die is rolled for each target, 1-3 is a hit, 4-6 a miss. For maximum range 12"-48", one must score 1 or 2 to hit. Artillery fire cannot knock out guns. Hits are recorded on the gun crews. A minimum of three figures are needed to move or fire a gun. If the gun crew is reduced below three men, the crew can either reinforce another gun crew or be reinforced by other gunners from another gun crew. However, the movement of gunners will take a full move, and another turn is needed to integrate the new arrivals so guns that are not properly manned cannot be fired or moved until reinforced to the minimum, and if usually takes two turns. Canister's maximum range is 6". Optimum range is 4". A blast pattern forms a V extending a depth of 6" from the gun's muzzle and on a 60 degree arc. A die is rolled for each figure within the canister blast pattern. At 4" range or less, 1-3 is a hit; 4-6 a miss. From over 4" to 6", 1-2 scores a hit. If the target is in a defended position, such as within a wood or on an higher elevation, and at optimum range, than the unit that is firing must roll I or 2 scores a hit- If on an elevation of 2" or more, or behind breastworks, or in some other type of very strong position, then only a roll of 1 will score a hit at optimum range; if at maximum range, no hits can be scored. Artillery cannot fire through their own troops unless the units in front of the guns are in skirmish order and there is a clear path for round shot. Artillery cannot fire through formed troops (fine or columns). Artillery can only fire over the heads of their own troops if the gun is firing at an elevated target, and its own troops are at least 6" from the muzzle of the gun. If firing at units on a ridge, artillery rounds can hit to a depth of 4". Beyond that it is assumed the target is in dead ground. e. For any unit issuing fire, it must first fire at the unit to its immediate front. 9. Combat Melee A melee is hand to hand combat. It occurs when one unit attacks an enemy. There must by physical contact between enemy stands for a melee to occur. Units up to a depth of four ranks can be included in a melee so long as the stands are touching each other. Attacks are made by battalions or two or more squadrons, or regiments. If one stand comes into contact with another stand during that charge, then the rest of the infantry battalion or cavalry regiment of both sides takes part in the melee, so long as no units are combat ineffective. The unit receiving the charge must roll two dice to determine its morale--whether if holds or routs. If it routs, the unit retreats in a line directly away from the front of the attacking unit and the maximum distance allowed. If the full move distance is blocked by an enemy unit the beaten unit is eliminated. If the unit receiving the charge is charged from the front, and that unit is either infantry or artillery, and its morale holds, it may immediately fire into the attacking unit so long as it has not yet fired during that move, If the unit being charged is a previously formed square, the side or sides may fire as volleys at the attacking unit. If the unit being charged is infantry in line or column and it holds upon checking its morale, it may form square at the defending commander's option, but if it forms square while under attack it may not fire. If the charging unit is fired upon during the charge, and it sustains any casualties, it must check its own morale to determine if it charges home or routs. If the charging unit's morale holds and the charge is pressed home, the actual melee occurs. The attacker and defender each roll a single die- The number rolled is then multiplied by the number of points for the figures in each unit. The highest number wins. The loser will remove figures as casualties totaling a quarter the number of value figure points and the remainder routs. Fractions are rounded up for the loser, and down for the winner. The winner of the melee loses figures as casualties totaling half the loser's value figure points with fractions rounded down in the winner's favor. Morale and Point Table The type of unit is listed on the left, the first number designates the point allowed for each type of figure for determining a melee. The second number designates the minimum total of two dice rolled to allow a unit to hold.
Infantry in square adds 1 point each for determining its morale, the value of each figure in the square, and for determining the melee. 10. Flank and Rear Attacks. For a unit to be attacked from the flank it must be attacked on an angle 45 degrees or grater from its front. A unit attacked from the flank or rear may not fire into the attacking unit. The defender must check its morale and 3 points are subtracted from the total. If the unit stands and a melee occurs, 3 points are added to the value of each attacking figure for the ensuing melee. Although units are not allowed to move in a zig-zag pattern to attack a flank, units can wheel to do so. 11. Simultaneous Fire Any unit, infantry or artillery if fired upon may return fire during the opponent's move unless fired on from the flank or rear. A unit issuing return fire may not move. A unit issuing return fire may only return fire once during the opponent's move and only against the unit firing on it. Return fire occurs simultaneously and before any casualties are removed. The commander, whose unit is receiving fire may at his option hold fire preferring to wait for an enemy to charge him during that move and then fire. Example: It is force A's move. He has a full battalion deployed in fine 4" from a full force B battalion. A fires a volley. B has the option to fire a volley but declines to fire. A has rolled a 3 so 3x12=36 so B loses 3 figures as casualties. Since A has not yet moved his battalion he then charges B's battalion. B is a line battalion and rolls two die totalling an 8. B's morale holds, Since he has withheld fire, he now fires a volley. B rolls a 4, so 4x9--36 so A loses 3 figures. In addition, A must roll for morale. A is a fine battalion and rolls an eight so the charge continues, (if a seven had been rolled A would have routed). Both sides roll a die. A rolls a 5. With 9 figures at 2 points each that makes a total of 18. 18X5=90. B rolls a 6. B with 9 figures also has 18 points. 6x 18= 108. B wins the melee. The result is that A loses a quarter of his figure points i.e. 4.5, rounding up this means that three figures (totaling 6 points) are removed as casualties. B rounds down by half, loses 2 points or one figure. A then routs. If B had returned fire when initially fired upon it could not fire on A when A charged. Therefore A would not have needed to roll for morale during the charge. The same sequence can be applied to artillery or skirmishers. The melee rules apply for cavalry, except cavalry does not shoot, so a charging unit does not have to check its morale unless hit by the unit receiving the charge. Naturally, in melee between cavalry, there is no fire. If an infantry unit in line or column, the infantry may form square if charged by cavalry rather than fire and the defender may take his chances in the melee for the square. 12. Infantry Squares. Infantry adopts a square formation as the best defense against a cavalry charge. Infantry my fire and form square or form square and fire during a single move period. If previously formed in square when charged, the sides of the square that are attacked may fire. If the unit was in a line or column when charged and its morale holds, then the unit may form square, but may not fire. When charged by cavalry and the infantry is in a square, one die point is added to its die roll to see if its morale holds. In melee one point is added to the value of each figure in the square, and 1 die point is added to the single die roll to determine the winner of the melee. For example: A line figure in a square counts as 3 points while guard figures count as 4 points. All the units in the square are counted in the melee. If the square loses its morale or the melee, it routes. If a square is attacked by infantry, then there are no increments in points or dice rolls for the units in the square, and it fights as a regular infantry melee. If fired upon, and one side of the square is eliminated then the square contracts to 3 stand in a triangle or if down to two stands, then the two stands are placed back to back. If the square is reduced by fire to but I stand, then it is treated as an isolated and combat ineffective unit. 13. Rout, Disruption, and Rally When a unit routs it retires immediately to the its rear. Routed units will swerve past fhendly units and only move through friendly units as a last resort. If any formed unit is 3" or less behind a routed unit then the routed unit must pass through that unit and that unit is disrupted. A white marker is placed next to the disrupted unit for a full turn, Disrupted units may move, fire, but may not advance or attack. If attacked, one die point is reduced for all fire, morale figure value and melees. The disruption ends after I turn and the marker is removed. If the disrupted unit is disrupted a second time before it has recovered, a second white marker is placed for an additional turn and 2 points are deducted for fire, figure value, morale, and melee. It the unit is disrupted a third time before effectiveness is restored, then it routes. Routed units may swerve past friendly units so long as the friendly units are more than 3" from behind (or on the opposite flank if a unit is routed from that direction), and there is space for the width of a stand to give the unit a lane through which to pass. Routed units must run in the direction away from where it was attacked. (This may force the unit to run toward the enemy if attacked from the rear for example.) Routed units must fall back the maximum distance allowed for its type. Infantry, for example would run 9". When it is the move period of the side whose unit(s) was routed, A black marker is placed next to the unit signifying the beginning of a rally. It stays this way for that turn. On the following turn, when it is the move period for the side with routed units, those units with black markers are turned toward the enemy, but the marker remains. These units are considered to be reforming, but are still combat ineffective. On the succeeding turn, during the move period with the player's routed units with black markers facing the enemy, the markers are removed, the units are combat effective again, and they may return normally to the fight in any formation the player so desires. Please note, that the halt and reforming stages must not be interrupted by any enemy action or any movement. If fired upon before it is combat effective, and any casualties are sustained, or if charged by the enemy, the unit loses 50% of its figures and routes again moving the maximum distance allowed. If attacked again or takes another casualty by fire, before the unit is reformed, the rest of the unit is eliminated. A routed unit must halt to begin the rallying process. If it continues to move, or is forced to move before it is rallied, then the entire two stage rallying process must begin again. Routed units can be pursued by any combat effective unit. 14. Increments and Decrements. Effective use of terrain will alter the combat balance between units. If a unit fires against a target on a height or in a wood, one die point is reduced from the total for the die roll. If the elevation increases to 2" for the defending unit, or the defender is behind breastworks, then two die points are subtracted form the total of the die roll. The same applies for artillery. If a unit is on a hill, behind a stream, or in a wood and receives a charge from its front, then one die point is added to the dice roll to determine morale and one point is added to the value of the figures for the ensuing melee. If in a position higher than 1", behind breastworks, or behind a stream greater than one inch, then two points are added to the die rolls. Command Figures: One or more figures can be designated as command figure. Command figures can be used for army, corps, division and brigade leaders. Command figures influence combat of any unit within a 4" radius, For command influenced units, one die point is added for all morale checks and one die point is added to a die roll to determine a melee, and a point is added to the value of each figure in melees A command figure can be killed by fire or direct assault. In all cases the attacking unit must roll a 12 with the dice. 15. Fighting in Buildiings Only one defending stand can occupy a house or other building. (However, some variation is allowed for size, since some buildings could hold a battalion rather than a company.) Only one stand of figures can attack or shoot at one side of the building. The defending unit can fire once during a move period. To determine casualties two dice are rolled. A total of 8 or over scores a hit. A die point is deducted from this roll for each existing casualty on the stand. Each attacking stand firing into a building must roll a 9 or more to score a hit on the defending unit. A die point is deducted for each existing casualty. Melee In Buildings: The unit holding the house is always considered the defending unit. Except in special circumstances, only one infantry stand can attack per building side. Therefore a total of four stands can attack the four sides of a building respectively. During an attack, one must roll two dice for each attacking stand. Results are as follows: If 12 is rolled, the defending stand is eliminated.
If more than one stand is attacking a building, one point is added to the attacker's dice roll for each stand. If the defending stand has taken casualties, one point is added to his own dice roll for each casualty, Four hits by artillery on a building will cause it to burn and any units in the building must evacuate. 16. Optional Rule Control: To represent the varying qualities of troop control, one can dice to determine move distances. Individual units of entire armies are to be classified as A, B, or C. Units or armies listed as A can move full distances at all times. For those listed as B one dice is rolled for every other turn, If 1-3 is rolled, there is no penalty. If 4-6 is rolled, all movement is at one half distance, C troops are considered to be green troops and must roll to see if they can move their full distance for every turn. If 1-3 is rolled, no reduction. If 4-6 is rolled, then movement is reduced by half C or Green: For troops designated as levies, militia, or of poor morale, one point is deducted from all morale, melee, and fire die rolls. The firing system is a variation from John C. Chandler's Du Temps de Napoleon (1964). SCENARIO FOR WATERLOOTRY THIS ONE. I HAVE SCALED DOWN THE ARMIES OF WATERLOO. 1 BATTALION= AN INFANTRY BRIGADE, 1 CAVALRY REGIMENT=A CAVALRY DIVISION, 1 GUN MEANS A BATTERY. (I HAVE HAD TO JUGGLE THE ARTILLERY--IT'S NOT STRICTLY HISTORICAL BUT MATCHES IN TERMS OF PLAYABILITY) GAME BEGINS AT 1130 HOURS. THE USE OF THE PRUSSIANS ARE OPTIONAL. THE PRUSSIAN IV CORPS DOES NOT ARRIVE UNTIL 1600 HOURS. ONE CAN JUST PLAY FRENCH AGAINST BRITS, AND IF THE FRENCH FAIL TO TAKE CONTOL OF THE RIDGE OF MT. ST. JEAN BY 1600 HRS THEN THE BRITISH WIN. NOTE 1600 HOURS WOULD BE AT THE 9TH TURN. WATERLOO ORDER OF BATTLEBRITISH I Corps Prince of Orange
II Corps Lord Hill
Reserve Corps (Picton)
Cavalry Reserve (Uxbridge)
Totals--21 Infantry Battalions (4 elite, 3 landwehr), 10 cavalry regiments ( 3 elite), 7 guns. PRUSSIAN ARMYARRIVAL OF PRUSSIAN ARMY ON FRENCH RIGHT FLANK IS OPTIONAL. IF USED, PRUSSIAN IV CORPS ARRIVES AT 1600 HOURS, II PRUSSIAN CORPS ARRIVES AT 1800 HOURS I PRUSSIAN CORPS AT 2000 HOURS. IV Corps (Bulow)
II Corps (Pirch)
I Corps (Ziethen)
TOTALS 18 BATTNS (9 LINE, 9 LANDWEHR) 6 CAV REGIMENTS (5 LINE, 1 LAND) 6 GUNS FRENCH ARMY OF THE NORTHCINC NAPOLEON I CORPS-(D'ERLON)
II CORPS--(REILLE)
VI CORPS--(LOBAU)
III CAV CORPS (KELLERMANN)
IV CAV CORPS (MILHAUD)
IMPERIAL GUARD
TOTALS--24 INF BATTNS (OF WHICH 6 ARE ELITE), 10 CAV REGTS (6 ELITE), 10 GUNS (4 ELITE). Back to MWAN #102 Table of Contents Back to MWAN List of Issues Back to MagWeb Magazine List © Copyright 1999 Hal Thinglum This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |