Glory of the Empire

Napoleonic Miniatures Rules

By Eric Jones

INTRODUCTION

Glory of the Empire is a game of tactical miniature combat. The rules are designed for the period of The Napoleonic Wars and The War of 1812 in North America. This game includes all of the charts, rules and army lists that you'll need to play. You will need to supply the dice and figures. The basic maneuver elements of the game are artillery batteries, cavalry regiments, and infantry battalions. The rules also cover the use of engineers and sappers, naval engagements, sieges, and campaign rules.

When I developed these rules, simplicity with realism was my goal. I hope that I achieved that goal. Enjoy the game!

SCALE

Each figure represents a group of sixty men. Each base represents either an infantry company or a cavalry squadron. Therefor, a stand of three infantry would represent a company of about 180 men. A stand of two cavalrymen would represent a squadron of about 120 men. Skirmish stands and artillery batteries have slightly different standards. For more information on basing figures refer to the section on "Basing Figures". One inch is about 50 meters.

BASING FIGURES

Infantry company base sizes may vary depending upon the nationality and troop type. Included in this set you will find the army lists listed by nation. Those lists will tell you the company size that was allotted for the unit type. Keep in mind that campaign strengths often did not come near meeting these numbers. Always round off to the nearest fifty. A company of 163 men would best be represented by a three-figure company stand. The maximum stand size should be a three-figure stand. A four-figure stand would probably prove a little unmaneuverable and unrealistic when taking field reductions into account.

Cavalry squadrons are treated the exact same way with a maximum of a three figure squadron. Although some elements may have fielded larger squadrons, this standard seems always to be pretty much on the mark. Cossack's may have entire regiments that are the size of a squadron. As Cossacks are not terribly proficient battle cavalry, I always base them in stands of three with one or two squadrons in a regiment. They tend to look a little better that way.

Artillery is represented by the battery. For most gamers, buying multiple gun models is simply price- prohibitive. The best way I've found to handle artillery is to make each battery a small diorama. Place the gun on the base with 2-4 figures in different poses. You could dress it up by adding small pieces of interest to your stand. You could add a dead gunner, or pieces of a previously shattered gun, maybe a spare sponge bucket. To keep track of the number of guns remaining place a dice or counter behind the stand with the number of remaining guns facing up. Since I don't like to have too many bits and pieces of things on the table that might detract from the visual effects of the game, I keep track of my guns on a "Battle Roster".

If you decide that you'd like to use the optional howitzer rules you will want to make a separate howitzer stand. Some armies had a small number of howitzers in their artillery batteries. Although the stand is part of the greater battery, it is easier to keep track of the howitzers by placing your howitzer stand beside and in contact with the battery stand. Howitzers have different capabilities than cannon and they shouldn't be fired together always. Please see the optional rules section for more information.

Commanders may be mounted however the player prefers. I prefer to mount my commanders on metal washers that I buy at the local hard ware store. For brigade and division commanders I use a 1 3/4-in. washer. For Corps and Army commanders I use a 2 in. washer.

FIGURE BASE SIZES

Nationalities with a two-figure infantry company, and engineers.: 40mm wide by 20mm deep
Three figure infantry company: 50mm wide by 20mm deep
Cavalry of three figure squadrons and artillery: 3 inches wide by 2 inches deep
Cavalry squadrons with two figures, Battalion/Regimental guns: 2inches by 2 inches
Messengers, and staff half squadron: 2 inches x 1 inch
Indians, Mobs and guerrillas (such as in Peninsula War Spain): 40mm x 40mm
Commander stands: 1 3/4 inch or 2 inch circular

If the player chooses to add caissons, limbers, or uses the optional rules for French ambulances, there is no set size for stands. These models add a great flavor to the game, but due to the fact that size and use may differ we won't worry about a stand size.

GAME LENGTH ORDERS

Game length orders are written before the players enter the turn sequence or place any castings on the table (unless the scenario begins with troops already deployed). Each army commander should draw a map showing the off board positions of his troops and the basic scheme of maneuver that each division or brigade will be following through the game. Since these are orders the subordinate commanders may decide the best way to obey the orders, but they may not disobey them. The only way any game length order may be changed is for the army commander to change it at the beginning of any twentyminute turn. After the order has been changed, a messenger stand must carry the order to the subordinate commander(s) affected.

THE TWENTY MINUTE TURN SEQUENCE

The twenty-minute turn sequence represents each twenty minutes of battle. It includes an orders phase, a preparatory fire phase, movement and fire phases for each side, melee resolution phases, and a morale rally and retreat phase. The chart below outlines how the turn is broken down.

    1. The orders and initiative phase
    2. Preparatory fire phase
    3. Side "A" (the side with the initiative) actions and movement phase, resolve melee
    4. Side "B" (the side without the initiative) defensive fire phase
    5. Side "A" offensive fire phase
    6. Side "B" actions and movement phase, resolve melee
    7. Side "A" defensive fire phase
    8. Side "B" offensive fire phase
    9. Morale checks, rallies, cavalry that charged become "blown", check for leader losses.

THE ORDERS AND INITIATIVE PHASE

During the orders and initiative phase commanders may change their game length orders. They may write any additions or changes down and have a messenger deliver them. The amount of time it takes for a message to be delivered is the time it takes for the order to be effective. This is also the time for commanders to write new orders for forces that have not come on the board yet because they were held in reserve. Reserve orders become effective at the beginning of the next twenty-minute turn sequence. In the next turn, those reserve troops may be moved onto the board from their off-board positions.

When both army commanders are done writing new orders, they should then compete for the initiative. The initiative is generally won by the side with the most pro-active leadership involved in the action. Excellent soldiering is no substitute for good leadership. The chart below is used to determine each sides base initiative. MODIFIERS TO INITIATIVE +2 if Napoleon is army commander +2 if Wellington is army commander +1 if Andrew Jackson is army commander +1 if Arch Duke Charles is army commander +1 if Blucher is army commander +1 for any brigade, division or corps commander attached to any maneuver element within 12 inches of any of the opponents units.

After adding these modifiers together, each player rolls a six-sided dice and adds the result to the total modifiers. The player with the highest modified roll wins the initiative. if the winner wishes to pass up the initiative, he may do so.

PREPARATORY FIRE PHASE

In the preparatory fire phase both players may fire any unlimbered artillery batteries that they would like to have participate in the preparatory bombardment. This phase is representative of using artillery fire to soften a target by firing on it for a period of time. If a battery has already fired in the preparatory fire phase it may not fire during the offensive or defensive fire phases. It may, however render assistance to an adjacent unit by providing support fire. See the rules on support fire for more information. It may also defend itself if being attacked later in the turn. Howitzers that are being used for preparatory fire should be used also in this phase. See the optional howitzer rules.

Preparatory fire is a little more effective than offensive firing for artillery. A hit on a target is a roll of six. For each six rolled a figure casting should be removed from the opponents unit. Each gun in a battery is given a number of dice depending on the distance the battery is away from the unit. If the below chart shows "4/1" that means that each gun in the battery gets six six-sided dice (a battery of four guns at 4/1 would roll a total of 16 dice). The range effectiveness varies depending upon the caliber of the gun.

GUN WEIGHTCLOSERANGE(4/1)EFFECTIVE RANGE (3/1) LONG RANGE (2/1)
Swivel guns0-3 inches4-10 inches11- 18 inches
Light guns, 3-4 lb0-3 inches4-12 inches13- 21 inches
Medium guns, 5-7 lb0-5 inches6-14 inches15-24 inches
Med-heavy guns, 8-11 lb0-6 inches7-16 inches17-27 inches
Heavy guns, 12-16 lb0-7 inches8-20 inches21-32 inches
Siege guns, 17+ lb0- 10 inches11-24 inches25-48inches

MODIFIERS TO DICE TOTALS FOR PREPATORY FIRE PHASE

    x.5 if battery is disordered
    x.5 if battery is firing at skirmishers, unlimbered artillery or semi-skirmishers
    x.5 if target is in woods, building or works
    x.75 if target is in light woods or an orchard.
    xl.5 if firing at a column or limbered artillery
    x2 if firing on the flank of a line or at a square.
    +1 dice if crew is elite
    +2 dice if crew is guard
    +3 dice if crew is French Old Guard or French Guard Marines
    A dice if crew is militia artillery

THE ACTIONS AND MOVEMENT PHASE, RESOLVING MELEE

Each unit has a number of actions that they may perforin within their actions/movement phase. This number depends upon the relative quality of the unit. The quality is measured by the morale grade of the unit. The morale grade best reflects the training and professionalism of the unit. In today's world this difference might be shown as the difference between a National Guard unit and a Ranger or Airborne unit trying to perform actions under enemy fire. Obviously the better trained Rangers or Paratroopers would perform better under fire and hold their ground longer. This was no different in the early nineteenth century. The chart below will show you how many actions a unit would have depending upon its morale grade.

NUMBER OF ACTIONS A UNIT IS ALLOWED

    Militia 1 action
    Conscripts 2 actions
    Veterans 2 actions
    Elites 3 actions
    Guards 4 actions

Now that you know how many actions a unit is allowed, you need to know what an action may consist of. Almost anything a unit does offensively or defensively is an action. Depending upon what kind of unit you have, it will have specific functions that it may perform. Below is a chart showing different actions for infantry, artillery and cavalry.

INFANTRY ACTIONS

    Change formation
    Change facing over 45 degrees
    Fire offensively
    Move a full move
    Assault into melee
    Cross a wall

ARTILLERY ACTIONS

    Limber/unlimber
    Move a full move/prolong
    Change facing over 45 degrees

Change formation--If you would like to change from one formation to another, it will cost one action. An example would be if a unit wanted to change from line to square because cavalry are nearby,

Changing facing over 45 degrees-To change a unit's facing more than 45 degrees costs an action because it is a fairly large change at this scale. Changes in facing of up to this amount may be made without penalty during this phase, but at no other time.

Fire offensively--To fire costs an action. A unit could conceivably not move or spend any other actions and fire three times during its offensive fire phase. The maximum number of times a musket-armed unit may fire in its offensive phase is three. A rifle-armed unit may only fire a maximum of two times. The reason for this is that the lands and grooves in a rifle barrel make reloading more time consuming when fouled by powder residue. Defensive firing is free and may only be fired once per unit.

Move a full move--To move costs an action. If a unit would like to move at the double time and use two actions, then that is fine. Often in history units have endured a speed march to make it to battle in time. Just remember that that is one less action that the unit will have when it gets there.

Assault into melee--To assault into melee costs one action. This includes the full move to get to the enemy.

Crossing any wall costs an action. Even just a low stone wall can be an effort for weary troops to cross on the battlefield. Any wall is especially a problem for artillery and limbers. To re-create this difficulty all units must use one action to cross any wall.

Fire offensively

Cross a wall

Limber/unlimber--To limber or unlimber artillery costs one action. This is in addition to any movement.

Move a full move or prolong--To move up to a full move or to prolong a battery costs an action. Like infantry a battery may participate in a speed march and use multiple movement actions. Prolonging the guns was accomplished by man-handling the guns for- ward or back in a battle. That way, the soldiers could move the guns a limited distance without having to limber and unlimber them.

Change facing over 45 degrees--To change a battery's facing over 45 degrees costs an action.

Fire offensively--To fire offensively costs only one action. If a battery chooses to not use any other actions it may fire multiple times in its offensive fire phase with a maximum of three shots. Defensive fire is free.

Crossing walls is always a problem for artillery crews, this costs one action for any wall.

CAVALRY ACTIONS

    Change formation
    Change facing over 45 degrees
    Mount/dismount
    Fire offensively
    Double out frontage on the move
    Move a full move
    Cross a high wall

Change formation--Just like infantry, it costs cavalry an action to change formation.

Change facing over 45 degrees--Like all other formed units, it costs an action to change facing over 45 degrees.

Mount/dismount-- Some units, especially light cavali- and dragoons, may fight on foot in a skinnish role. To dismount or mount a unit costs :e action.

Fire offensively--Units that have carbines may choose to fire instead of entering into melee. This is typical when fighting on foot as skirmishers or while scouting mounted.

Double out frontage on the move--To expand a unit's frontage during a move or charge costs one action. Cavalry actions cont.

Move a full move--Like all other arms it costs an action to move up to a full move. Cavalry may use more than one movement action and sacrifice other actions just as infantry would during a speed march. The exception te this is the cavalry charge. Cavalry charging to melee may not add their charge move onto another full move. The only exception would be if the player were to agree to enter combat in an already "blown" status, which would greatly affect the unit's fighting ability.

Crossing low walls (under 3' tall) is not a problem for cavalry. These wall cost no actions to cross. Any walls over 3 ft. tall cost one action.

Now that you understand how using your actions works, let's take a look at how far units may move in a full move and what the effects of different terrain may be on that move. Below are two charts that show how far different types of units may move, and how terrain and other conditions may hinder a unit's movement.

MOVEMENT DISTANCES (25mm scale)

    Infantry in column formation 14 inches
    Infantry in line formation 7 inches
    Infantry in square formation 4 inches
    Infantry retrograde movement 1d6 inches (variable)
    Infantry in skirmish formation, Indians, guerrillas 14 inches
    Foot artillery (light/medium), limbered 12 inches
    Foot artillery (medium-heavy/heavy), limbered 10 inches
    Foot artillery (siege), limbered 8 inches
    Artillery prolong (all except siege artillery) 2 inches
    Horse artillery, limbered 22inches
    Skirmish cavalry, leaders, messengers 30 inches
    Light Cavalry in column 24 inches, Charge to melee 30"
    Light Cavalry in line 22 inches, Charge to melee 28"
    Medium Cavalry in column 22 inches, Charge to melee 28"
    Medium Cavalry in line 20 inches, Charge to melee 26"
    Heavy Cavalry in column 20 inches, Charge to melee 26"
    Heavy Cavalry in line 18 inches, Charge to melee 24"

RESTRICTIONS TO MOVEMENT DUE TO TERRAIN

    Crossing bridges: column or skirmish formation only
    Crossing streams (less than 3ft deep): 1/2 move
    Crossing streams (3-5 feet deep): lose one full move
    Crossing all other streams and rivers: impassable without engineer support
    Moving in a swamp: move only 1d6 inches on a random die roll
    Crossing short walls or hedges: lose one inch
    Crossing tall walls, abates or ditches: lose two inches
    Contours ascended: lose one inch per contour level ascended
    Moving in woods: move only 1d6 inches on a random die roll. Skirmishers, Indians, And guerrillas are not affected by this restriction. Moving in light woods or an orchard Lose two inches off of movement.
    Moving on a road: A unit moving on a road, with a single company or squadron front, Will gain 3" of movement for infantry, or 6" for cavalry.

Different armies used slightly different formations. Here is a section describing some of these formations, and how armies historically used them. Try using the formations for your nationality. You'll see why they may work. I always enjoy using my armies the way they were really used. The results of your game will take on a much more historical feel. First, we'll look at a couple of basic formations, then we'll look at some national ones. Every nationality may use the basic line, column and square formations.

A column is the most controllable formation available. It allows for fast movement from one place to another with ease of maneuverability. The weight of numbers against an opponent can be maximized by using a couple of battalions in column against a single battalion in a line. This was a favorite French tactic. The penalty for using a column is that it is more susceptible to artillery fire and the battalion can not make maximum use of its musketry.

The line is a very good formation for use with musketry. It allows for a battalion to maximize its firepower. The British were very fond of using a two rank line and relying only upon superior use of musketry. It is a poor formation for movement and melee, however.

The square is the basic formation that is used by infantry against cavalry attack. It is very hard for cavalry to break a square. Squares are very vulnerable to infantry and artillery. Squares also have very poor maneuverability. For the war of 1812, Canadian militia and most American militia should not be allowed to be able to form a square. The exception would be the better trained Massachusetts and Connecticut militia, as well as the better Canadian "Fencible" units (such as The Glengarry Light Infantry, Royal Newfoundland Fencibles, or The Canadian Voltiguers).

Cavalry will usually use either a column or a line. As a general rule for cavalry, if the regiment is wider than it is deep, the unit is in a line. If the unit is longer than it is wide, consider it a column. When entering into melee, cavalry will use all the castings of the regiment to engage the enemy Oust like other arms). The only difference for combat purposes is what movement scale should be used.

Skirmishers are not covered in this section as they are considered unformed troops. See the section on skirmishers.

Some examples of different formations are shown here. In these diagrams a space is shown between stands. This is only an exaggeration for your understanding. Stands should always be flush in a formed unit.

Standard Russian column: Typically Russian companies are two figures strong. Each stand would measure 20 x 40 mm. The stands should be base to base, one company behind the next.

A Russian line: The bases should be base to base, one company beside the next.

A Russian square: All bases should be touching, facing outward.

A typical French battalion: The line and Grenadier companies are base to base in a two Company deep, by two company wide column with The grenadier company forming a wing on the right. The voltigeurs are skirmished to the front 1-6 inches. Stands are two figures.

A French regiment in a mixed order formation, three battalion regiment. On left, line battalion in column with skirmishers out front. In middle, line bttn in line formation, skirmishers to front. On right, another bttn in column,skirmishers out front.

A British battalion deployed in line formation with the light company skirmished to the front. If the light company were not skirmished, they would most likely be formed on the opposite flank of the grenadier company. The American Army used tactics very similar to the British. The line and grenadier companies should be base to base and side by side, while the light company is skirmished to the front.

American War of 1812 back to back formation. Almost like a square, except the stands are all touching each other and facing out. 3 companies facing forward, three back to back facing rear, one company on end facing left. One on end facing right. This formation was designed for use against Indians ambushes. There are a few examples of this formation's use of the frontier against both the British and the Indians.

A typical Prussian or Austrian column. Strong (5) companies of three figures mounted on a 50 x 20mm base. Some units such as Austrian Grenz may have a company of sharpshooters skirmished to the front. The bases should be touching with one company behind the next.

An Austrian attack column two Some battalions may have skirmishers to the front. The bases should be touching, with a two or three Company depth, and a two company width.

A typical heavy cavalry battle line for most nations: Three squadrons wide and two squadrons deep. In column formation, two squadrons wide facing front with three squadrons deep.

You aren't limited to only the formations shown on the previous page. Do some research on the army that you decide to play. You may find that they employed some other variation on these basic formations. Go ahead and have fun and throw your opponent a loop. Learning about how your favorite units historically operated is part of the fun.

SKIRMISHERS, AND OTHER UNFORMED TROOP TYPES

SKIRMISHERS Skirmishers are usually an elite company or battalion used forward of the line troops to screen their advance. Jagers, sharpshooters and light companies are examples of these units. Skirmishers are mounted two or three figures (depending on company size) mounted on a normal infantry base. These troops are unformed and should be separated by a space of at least two inches and no more than three inches when used as part of a skirmished battalion. Skirmishers are good for use in wooded terrain, as they are not affected by any movement penalty in the woods. Skirmishers have no flanks and may fire in any direction. When attacked by a formed unit they may attempt to form and fight or evade to the rear. Ifthey fail to form or evade, they will be caught in the open and take the penalties of fighting as an unformed unit. If the unit successfully forms or chooses to stand without forming, they may fire defensively as the enemy enters range. If the unit failed their chance to form or evade, they may not fire. Skirmishers may be fired through by friendly troops at least 3 inches away from the skirmished unit. Friendly troops may not fire if within three inches of the screening skirmishers. The enemy may fire through skirmishers at the screened unit at a penalty of x.5 (or halved). The chart below is for evading and forming under charge.

SKIRMISHER
MORALE
ROLL OR BETTER
TO FORM/EVADE
ON A 1d6
Militia6
Conscripts5
Veterans4
Elites3
Guards2
*The chance is bettered by -1
if any brigade or higher leader
is attached to the skirmished unit

An Austrian Jager battalion skirmished: Company (2 skirmish figures) is 2 inches from adjacent company (2 skirmish figures). Two additional companies (each of 2 figures) are also 2 inches apart, and 2 inches behind and offset from the front rank.

SEMI-SKIRMISHERS Semi-skirmishers are usually part of a light battalion that has the ability to fight in an unformed order that is much like an open order. Semi-skirmishers do have flanks and may not fire out of their 45-degree arch. Friendly or enemy units may not fire through semi-skirmishers. They receive fire as skirmishers and are not affected by wooded terrain. Semi-skirmishers must be separated by a space of one inch, no more and no less. Semi- skirmishers also form up a little easier than fully skirmished troops. They may not, however, evade to the rear. When charged, semi-skirmishers must either form or stand unformed. If they fail to form they receive the penalties for fighting as an unformed unit. Like skirmishers they may fire a defensive volley if they successfully form or if the player chooses to stand unformed. If the unit fails its attempt to form, it may not fire a defensive volley. On the next page is a chart that will show you a unit's chances to form under an attack by a formed unit.

SEMI-SKIRMISHER
MORALE
ROLL OR BETTER
TO FORM/EVADE
ON A 1d6
Militia5
Conscripts4
Veterans3
Elites2
GuardsAutomatic
*The chance is bettered by -1
if any brigade or higher leader
is attached to the skirmished unit

A semi-skirmished Austrian Grenz battalion: 5 companies separated by 1 inch intervals.

AMERICAN INDIANS American Indians for the War of 1812 have some special rules that apply to them. Although Indians are a type of unformed unit, they do not fight in melee as unformed if they are fighting in a woods or town. In these closed in areas the Indians fight as formed shock troops. This is because of their usage of raids, ambushes and shock attacks. They do not take any penalties for moving through wooded terrain and receive fire as skirmishers. They are mounted on a 40 x 40 mm skirmish stand, and I generally like to mount them three to a stand. If the Indians are caught in open terrain they take several penalties. When in open terrain their morale grade will automatically drop one level, they lose their shock designation and are treated as an unformed unit in melee. Indian units can not form when attacked and need to roll a 3 or better to evade when attacked by a formed unit. If the unit is accompanied by a British "advisor" of the rank of Colonel or better or is accompanied by Tecumseh, they will only need a role of 2 or better to evade. Indian unit bases should be separated similar to skirmisher bases, however there is no requirement to keep within a certain distance. The only requirement should be that an Indian command should not be spread over an area of more than 48 inches (a brigade size deployment area).

SPANISH GUERRILLAS Guerrillas are treated just like skirmishers with the exception being that they may never form up. Guerrillas fight especially well when in ambush or towns. For this reason their morale grade should be increased one level in these types of terrain. In addition, guerrillas become shock class troops and fight as "formed" when fighting in a town. If scenario boundaries allow for a night fight their morale increases by two levels and they become shock class regardless of what terrain they are in. Just like skirmishers, they must remain 2-6 inches apart. Wooded terrain does not affect their movement, and they receive fire as skirmishers. To evade, guerrillas require a role of 3 or better regardless of morale class or terrain. If charged by cavalry in the open their morale class will drop two levels and they will need a role of 6 to evade. If guerrillas fail to evade, they will not be able to fire a defensive fire and will suffer unformed penalties.

MOBS Mobs are rare, but still may have their place. Always treat a mob as unformed militia for all considerations. A mob may neither evade nor becomes a formed unit. Mobs receive fire as a formed unit, but move as skirmishers. Wooded terrain will hinder a mob. There is no requirement to separate the bases of a mob, as they are not true skirmishers.

ENTERING INTO MELEE INFANTRY MELEE, OR CAVALRY vs. INFANTRY MELEE

Melee begins with the attacking player's (player A) movement phase. When a player wishes to close with an opponent's unit, a charge declaration is made. The unit is pushed half way to the opponent's unit and stopped. At that time the defending player (player B) must check to see what action his unit must take. The chart on the following page will show what actions are taken for the defending unit. A 20-sided dice is used to determine the results on the chart.

UNIT'S MORALE SUBTRACT 1 FOR ANY CASTING CASUALTIES RESULTS

Unit's morale grade, then -1 for each figure lost from beginning total, add modifiers to get modified 1d20 roll. minus modifier

Militia

    0-1: Rout 2d6 inches
    12-14: Stand, may not fire
    15-20: Stand, defensive fire

Conscripts

    0-9: Rout 2d6 inches
    10-13: Stand, may not fire
    14-20: Stand, defensive fire

Veterans

    0-7: Rout 2d6 inches
    8-12: Stand, may not fire
    13-20: Stand, defensive fire

Elites

    0-5: Rout 2d6 inches
    6-10: Stand, may not fire
    11-20: Stand, defensive fire

Guards

    0-3: Rout 2d6 inches
    3-8: Stand, may not fire
    9-20: Stand, defensive fire

Explanation of results of the" Melee Defender Action" chart:

ROUT = If the result a roll is a rout, the defender's unit has been frightened by the prospect of being engaged in close combat. The unit will break and move to the rear 2d6 inches. If the unit's route does not take them far enough away from the enemy (the attacker still has enough movement to hit the routed unit), the attacker will strike the routed unit in the rear, as the routed unit would be facing away. This would simulate that the well ordered attacker has overwhelmed the disorganized gaggle. If the unit moves far enough away, it will remain routed until it passes a rally check. See morale. A routed unit will continue to move to the rear until it is rallied, off of the board and lost, or it reaches a Corps/Division rally point. A rally point MUST be to the rear of your unit and not within 30 inches of any formed enemy.

STAND, MAY NOT FIRE = If the result is to stand and not fire, this means that the unit is shaken by the prospect of close combat. By the time that the troops decide that they are not going to run the attacking enemy has already overwhelmed them. The defender will take no negative modifiers in the melee, except that they did not have the opportunity to stop the enemy charge.

STAND, DEFENSIVE FIRE ~ This means that the defending unit is not daunted by the prospect of hand to hand combat with the enemy, and that they are disciplined enough to stand and fire a defensive volley at the attacker. This volley may stop the enemy charge.

If the defender stands and fires, the attacker may have to check for "Determination to Close the Charge". This happens when the attacker receives fire and loses a one or more figures. If the attacker does not take any casualties, this check won't be made. If the attacker does; however, use the following chart to determine the attacking unit's actions. Roll a 1 d20 and add or subtract the applicable modifier(s). ATTACKER MORALE CASTING CASUALTIES RESULTS

Morale grade, Subtract # figures lost, and add modifier (Total figures lost during game = modifier) and modify 1d20 Roll. modifier of 1 d20

Militia

    0- 10: Rout 2d6 inches to rear
    11-15: Stop issue fire
    16-20: Close to Melee

Conscripts

    0-8 Rout 2d6 inches to rear
    9-14 Stop issue fire
    15-20 Close to melee

Veterans

    0-6: Rout 2d6 inches to rear
    7-12 Stop issue fire
    13-20 Close to melee

Elites

    0-4: Rout 2d6 inches to rear
    5 -10: Stop issue fire
    11 -20 Close to melee

Guards

    0-2: Rout 2d6 inches to rear
    3-8 Stop issue fire
    9-20 Close to melee

Note: Blood lusted cavalry will always close to melee.

Explanation of "Determination to Close the Charge" results:

ROUT 2d6 INCHES TO REAR = This result simulates that your unit was surprised by the firepower of the defending unit. The attackers reeled back and began to route. The defender will stand his ground. The attacker will route the specified distance and stop. If the defender has the next movement phase, he may counter-charge the unit. This is simply one of the risks involved with a charge.

STOP ISSUE FIRE = This result simulates that the attacker was checked by a good defensive volley. The attacker still has enough initiative; however, to stop in good order and issue a volley against the defender. This does not cost any additional actions, just as a defensive volley does not. This may only apply to certain types of cavalry if this is the result of a stopped cavalry charge.

CLOSE TO MELEE ~ The attacker continues on to fight with the bayorict. Here we get into the really good stuff.

ATTEMPTING TO FORM A DEFENSIVE SQUARE AGAINST CAVALRY

Attempting to form a square against attacking cavalry may be very difficult depending upon the defending unit's morale grade and the location/distance of the attacking cavalry. Like most tests in this game, we have a simple chart to show you the chance of a unit to form a square against attacking cavalry. Use the following chart to determine ability to form square. A cavalry charge can not be stopped. If the infantry form square, the cavalry will be forced to continue the charge.

Morale grade of infantry unit, add modifiers to get modified 1d20 roll.

Militia

    0-8; rout 1d6"
    9-14; fail, stand disordered
    15-18, form square, stand
    19-20; form square, fire

Conscripts

    0-7, fail, rout 1d6"
    8-13; fail, stand disordered
    14-17; form square, stand
    18-20; form square, fire

Veterans

    0-6; fail, rout 1d6"
    7- 10, fail, stand disordered
    11-16; form square, stand
    17-20; form square, fire

Elites

    0-5: fail, rout 1d6"
    6-8- fail, stand disordered
    9-15: form square, stand
    16-20; form square, fire

Guards

    0-4; fail, rout 1d6"
    5-6; fail, stand disordered
    7-14, form square, stand
    15-20; form square, fire

MODIFIERS SECTION

    Unit is British +1
    Unit has attached Brigade or higher leader +1
    Unit is Austrian infantry in column +1
    Cavalry began charge at 22 or more inches away +1
    Unit is in woods -1
    Unit is being charged on flank -1
    Unit is being charged in rear -2
    Cavalry began charge at 13 to 18 inches away -1
    Cavalry began charge at 12 or less inches away -2

Explanation of results:

FAIL, ROUT 1d6 INCHES = Means that the unit could not form square and panicked. The panic will most likely be deadly, as the cavalry most likely will have enough movement in their charge to catch the panicked unit.

FAIL, STAND DISORDERED = This result means that although the unit could not form square, they were still disciplined enough to stand their ground and attempt to fight off the charge. The unit is; however, disordered and will take that penalty.

FORM SQUARE, STAND = This result simulates that the unit did form a defensive square, but did not do it quickly enough to issue a defensive volley. The cavalry will not have to test determination to finish the charge. Go directly to melee combat.

FORM SQUARE, FIRE = This is the best scenario for the defending infantry. The unit formed square with enough time to fire a defensive volley. This volley is fired at close range. If the cavalry take casualties, they will have to test for "Determination to Close the Charge".

ARTILLERY SUPPORT FIRE

Any artillery battery within 6 inches of a unit defending against a charge may fire support fire. Support fire is fired with the defensive volley. The battery may still fire at the attacking unit even if the unit it is supporting does not stand its ground and routes or disorders. The support fire is fired at the actual range that the battery is from the attacker when the attacker is half way to the defending unit. When firing at cavalry, it is fired on the close range table. Casualties caused by the support fire are factored into the attacker's test of "Determination to Close the Charge".

ARTILLERY BEING ATTACKED

Artillery has a couple of choices when they are charged. They may fire and forget, or fire in defense of the guns. When firing and forgetting the crew of the battery are firing a round and then retreating off of the guns. The hope is to live to fight another day, and reman the guns later. The risk is that the enemy will capture or destroy the guns. When firing and forgetting the battery must fire on the effective range portion of the table. To fire and forget, the crew must have somewhere to run. The battery must be within 3 inches of a building or a friendly formed unit. They may just fall in behind a friendly formed unit, or occupy the center of a square. To fire in defense of the guns, the crew has committed to stay and fight for their guns. The battery will fire at close range, and is not required to test their morale to stay and fight. If the defensive fire is not enough to stop the attacker, then the battery must enter into melee. Artillerists fight as unformed skirmishers in melee, and therefor are at a severe disadvantage. The hope is that by holding their fire until the last minute, the battery will create enough damage on the attacker that the attack will falter.

CAVALRY CHARGING CAVALRY

Cavalry do not need to test determination to receive a cavalry charge. Most cavalry welcome a charge. The only time cavalry must test "Determination to Close the Charge" is when an artillery battery has caused casualties on the attacker with supporting fire. Cavalry may either stand or counter charge. Cavalry that decide not to counter charge suffer a disadvantage against charging cavalry during melee combat. To counter charge a unit will meet the attacker 1 d20 inches away from the defender's starting position. This simulates an attempt to start a counter charge. If the attacker is not stopped in the initial combat, he may break into other units behind the defending cavalry.

THE MELEE

This is the actual closing of the opposing units into hand to hand combat. It will most likely be very quick and very decisive. Use the flow chart to find the modifiers for each unit. The attacker determines the results of the melee. The base percentage to win a victory is 50%. Add or subtract applicable modifiers to that 50%. The attacker then rolls the percentile dice, and must roll below his maximum percentage. If an attacker has an 80% chance of victory, he should roll between 01-80% on percentile dice. Once the victor has been determined, that player will roll on the victory results chart to see how complete the victory was.

*Note, if the percentage to win exceeds 100%, the victory will be automatic. The remaining percentage points should be applied as a bonus to the "Melee Results Table".

Modifiers flow chart:

Cavalry vs. Infantry or Artillery

    -5% for each casting casualty taken during the defensive fire
    -5% for each morale grade your opponent is better than you
    -5% if you are attacking up-hill
    -10% if the opponent has a brigade or higher leader attached to the defending unit
    -10% if Lancers vs. an infantry square
    -20% if attacker is "Blown Cavalry"
    -30% if Cavalry vs. an infantry square (except lancers)
    +5% for every morale grade you are better than your opponent
    + 15% if attacking on the flank of your opponent
    +5% if attacking down-hill
    +5% if battle cavalry attacking infantry not in square
    +10% if Lancers attacking infantry not in square
    +10% if enemy is broken/disordered
    +15% if a great leader is attached to the unit (Archduke Charles, Hessen-Homburg Ney, Murat, Napoleon, Poniatowski, Blucher, Lannes, Bagration, Platov, Palafox, Uxbridge, Wellington)
    +25% if attacking rear
    + 10% if you have a brigade or higher leader attached to the attacking unit
    +20% if attacking unformed skirmishers or artillery
    +30% if attacking a routed unit

Cavalry vs. Cavalry

    -5% for every casualty taken during defensive fire
    -5% for every morale grade your opponent is better than you
    -5% if attacking up-hill
    -10% if the defender has a brigade or higher leader attached to the defending unit.
    - 10% if opponent is battle cavalry and you are not
    -20% if you are outnumbered 2:1 by the defender
    -20% if the attacker is "Blown Cavalry"
    -30% if you are outnumbered 3:1 by the defender
    +5% for every morale grade you are better than the defender
    +5% if attacking down-hill
    +15% if attacking on the defender's flank
    +10% if there is a brigade or higher leader attached to the attacking unit
    +15% if there is a great leader attached to the attacking unit (Archduke Charles, Hessen- Homburg, Blucher, Ney, Murat, Lannes, Napoleon, Poniatowski, Uxbridge, Wellington, Bagration, Platov, Palafox)
    +25% if attacking the defender's rear
    +10% if you are battle cavalry and the defender is not
    +20% if the defender did not counter-charge
    +20% if you outnumber the defender 2:1
    +20% if the defender is "blown cavalry"
    +30% if you outnumber the defender 3:1
    +30% if attacking a routed unit

Infantry vs. Infantry or Artillery

    -5% for every casualty taken during defensive fire
    -5% for every morale grade your opponent is better than you
    -5% if attacking up-hill
    -10% if attacking a building without grenadiers or engineers in the front rank
    -10% if defender has a brigade level or higher leader attached to unit
    -20% if outnumbered 2:1 by the defender
    -30% if outnumbered 3:1 by the defender
    +5% for every morale grade you are better than the defender
    +5% if attacking down-hill
    + 15% if attacking on the defender's flank
    +15% if the attacking unit has a great leader attached (Archduke Charles, Hessen- Homburg, Blucher, Ney, Murat, Lannes, Poniatowski, Platov, Bagration, Palafax, Wellington, Uxbridge)
    +5% if attacking unit's front rank is composed of shock troops
    +10% if attacker's entire unit is composed of shock troops
    +25% if attacking a unit's rear
    +10% if attacking a building with grenadiers and/or engineers in the front rank
    +10% if there is a brigade level or higher leader attached to the attacking unit
    +10% if attacking a broken/disordered defender
    +20% if you outnumber the defender 2:1
    +20% if attacking unformed skirmishers or artillery
    +30% if attacking a routed unit

After the winner of the melee has been decided roll on the Melee Results Table to determine the level of the victory. This table also requires a percentile dice roll.

Melee Results Table:

01-10% DRAW= No casualties are taken by either side. Winner halts. Loser backs up 3 inches facing the attacker in good order.
11 -20% BLOODY VICTORY = Winner loses 2 castings, and the Loser loses 3. The loser routes 2d6 inches (cavalry 2d6x2) while the winner halts.
21-30% MINOR VICTORY = Winner loses 1 casting, and the Loser loses 1. The loser moves back 3 inches (cavalry 6 inches) and faces the winner in good order. The winner halts.
31-40% VICTORY = The winner loses 1 casting, and the loser loses 1. The loser moves back 6 inches (cavalry 12 inches) and faces the winner disordered (blown for cavalry). The winner halts.
41-50% OUTSTANDING VICTORY = The winner loses no castings, and the loser loses one. The loser moves back 6 inches (cavalry 12 inches) and faces away from the winner disordered (blown for cavalry). The winner halts.
51-60% SMASHING VICTORY = The winner loses no castings, and the loser loses two. The loser routes 2d6 inches (cavalry 2d6x2). The winner halts.
61-70% VICTORY AND EXPLOITATION = The winner loses no casting casualties, and the loser loses two. The loser routes 2d6 inches (cavalry 2d6x2). The winner may make an exploitation move of up to 8 inches (cavalry may exploit 16 inches).
71-80% VICTORY AND EXPLOITATION = The winner loses no castings, and the loser loses two. The loser routes 2d6 inches (cavalry 2d6x2). The winner may make an exploitation move of up to 10 inches (cavalry may exploit 20 inches).
81-90% VICTORY AND EXPLOITATION = The winner loses no castings, and the loser loses three. The loser routes 2d6 inches (cavalry 2d6x2). The winner may make an exploitation move of up to 12 inches (cavalry may exploit 24 inches).
91-100% MAD VICTORY, LOOTING AND BLOOD LUST = The winner loses no castings. The loser loses three castings. Victorious infantry will be unable to move for one complete turn. This is a result of the mass looting that the winning troops are now involved in. The officers have no hope of gaining immediate control because even the sergeants are filling their pockets. You have to strip those dead officers of their gold you know! Winning cavalry must make another attack as they are now consumed by blood lust. They must attack the closest unit within a 15 inch radius of them. They may wheel up to 90 degrees to do so. They must attack that unit regardless of morale class, unit type or formation. They will not attack units in buildings. *Guards are immune to the effects of this result and may make an exploitation Of Lip to 12 inches for infantry, or 24 inches for cavalry.

  • An exploitation move is a move in a generally straight direction. Exploiting units may not wheel over 45 degrees to attack an enemy.
  • A routing unit must route to the rear in a generally straight line. They may not turn at over a 45 degree angle, and if a unit is in their path that they can not avoid, they must pass through it. The routing unit may pass though artillery or skirmishers without affecting them. If they are forced to pass through a formed unit, that unit will become disordered. This may seriously affect that unit if the attacker has an exploitation move. For this reason it is important to allow for escape routes when deploying your units for battle. If a routing unit may not escape to the rear it must surrender to the enemy.
  • A routing unit may route to a building. The unit's route will stop, but they will still be routed morale until rallied. This may save the unit from routing off of the board. Cavalry may not route to a building. No more than one battalion with any attached officers, engineers or skirmishers may occupy a building. Artillery crews may also join an infantry battalion in a building.
  • Looting infantry may not fire defensively or offensively, and if attacked count as disordered.
  • American Indians are boosted 5% on the above chart because of their tendency to take scalps and loot.

FIRING MUSKETRY AND ARTILLERY

Firing muskets, rifles and artillery all work on the same basic premise. There are three range scales; close, effective, and long. For each weapon system the actual range in inches may be a little different. First, look up the weapon type and find out what range your unit is firing at. Your unit measures from the center of your unit to the closest part of your opponent's. The unit has a fan that it may fire in that includes everything to the unit's front and 45 degrees off of the comers. Skirmishers have no such range fan; they may fire in any direction. Once you have found what range scale you are on, find out how many dice you must roll to try to inflict casualties upon your opponent's unit. Six sided dice are rolled for all types of firearms. A roll of "6" produces one casting casualty on your opponent's unit. Only those figures that are in the front rank of a formation are eligible to fire. That means that in a line all the castings of a unit may fire, while in a column that would not be the case. In a square, only the side of the square that is facing the enemy unit may fire. Use the information below to determine how many dice you are allowed to roll. Add or subtract any modifiers to the total.

WEAPON TYPECLOSEEFFECTIVE LONG
Muskets0-3 inches3-5 inches5-7 inches
Cavalry Carbines0-3 inches3-4 inches4-5 inches
Rifles0-4 inches4-6 inches7-9 inches
Swivel Guns0-3 inches3-10 inches10-18 inches
Light Guns
(3-4 pounders)
0-3 inches3-12 inches12-21 inches
Medium Guns
(5-7 pounders)
0-5 inches5-14 inches14-24 inches
Medium-Heavy Guns
(8-10 pounders)
0-6 inches6-16 inches16-27 inches
Heavy Guns
(11-14 pounders)
0-7 inches7-20 inches20-32 inches
Siege Guns
(Guns larger than 14 lb)
0- 10 inches10-24 inches24-48 inches

NUMBER OF DICE PER ELIGIBLE NUMBER OF CASTINGS OR GUNS FIRING

WEAPON CLASSCLOSE RANGEEFFECTIVE RANGE LONG RANGE
3 Rank Armies
Smoothbore small arms1 dice/1 casting1 dice/3 castings 1 dice/5 castings
Rifled small arms 1 dice/1 casting1 dice/2 castings1 dice/3 castings
2 Rank Armies
Smoothbore small arms1 dice/1 casting1 dice/2 castings1 dice/4 castings
Rifled small arms1 dice/1 casting1 dice/2 castings 1 dice/2 castings
Artillery in Prep. Fire phase4 dice/1 gun2 dice/1 gun 1 dice/1 gun
Artillery in all other phases2 dice/1 gun1 dice/1 gun 1 dice/2 guns
*2 Rank Armies-America, Great Britain & Kings German Legion, Hanover, Nassau, Portugal
*3 Rank Armies-Austria, Prussia, Russia, Sweden, Denmark, Confederation of the Rhine States, France, Italy, most others not mentioned

MODIFIERS TO FIRING DICE

Target is in square x2
Firer is disordered x.5
Target is in column, or limbered artillery x1.5
Firer is being charged by cavalry x.5
Firing on a flank of a line formation x2
Firer is in an unimproved building x.25
Firer is resting weapons on a rest xl.5
Firer is in a loopholed building x.5
Firer is militia class -1 dice
Target is in medium to heavy woods x.5
Artillery firing at a new target -1 dice
Target is in light woods or orchard x.75
Every previous action used -2 dice
Target is skirmishers, or semi-skirmishers x.5 (not applicable in defensive fire)
Target is in works or behind cover x.5
Firer is mounted cavalry -2 dice
Target is unlimbered artillery x.5
Firer is Elite class +1 dice
Target is limbered artillery x1.5
Firer is Guard class + 2 dice
Firer is French Old Guard + 3 dice
Firer is British Guard + 3 dice

CHECKING FOR LEADER CASUALTIES

The last phase of every turn concerns morale related issues primarily. Cavalry become "blown", routed units attempt to rally and we find out if our heroes who led the charge died from wounds received in action. Any unit that had a leader attached to it during the turn AND received casualties must check to see if those leaders were affected. The formula is simple. The more casualties a unit took, the more of a chance that a leader was made a casualty. There is a fivepercent chance for every casting a unit lost that the leader became a casualty. For every casting lost by musketry, artillery, or melee increase the percentage by 5%. EX: If a unit of the 95 1h Rifles had a leader attached and received five casualties in one turn, then the percentage for that leader becoming a casualty would be 25% (5 x 5 = 25%).

If a leader becomes a casualty, roll to see what the affect is on the results chart shown below.

RESULTS OF LEADER CASUALTIES
PERCENTILE ROLL RESULT

01-10% The officer receives a musket ball to the head and dies instantly
11-20% The officer is mortally wounded and dies from his injuries after a short time.
21-30% The officer is gravely wounded and is out of action for the rest of the game.
31-40% The officer doubles over after receiving a musket ball in his groin. When the officer raises up to yell a command, he speaks in an extremely high voice and falls over unconscious. The newly gelded officer is pulled off of the battlefield for good and most likely will quietly retire out of service. The family tree will be stopping here.
41-50% The officer receives a minor wound. He will return in 3 turns.
51-60% The officer receives a minor wound. He will return in 2 turns.
61-70% The officer receives a minor wound. He will return in 1 turn.
71-80% Just a scratch!
81-90% After the action subsides; the officer was found dead from what appeared to be a bayonet wound. The odd thing is that he appeared to be bayoneted from behind. Oh well, he had been a bastard who wouldn't issue the gin rations anyway!
91-100% Right before the officer was beheaded by a cannon ball; he yelled some inspirational words to the unit. The unit's morale was affected by his battle cry, and they will permanently be elevated one morale grade. His last words will go down in history as the unit motto. *Guards do not get the morale boost. They can suck it up and drive on; their morale is high enough as it is.

FRENCH AMBULANCES

If a French ambulance is anywhere near the area where the officer was injured and it may rush to the scene. The ambulance must be within 48 inches, and will go to the scene during this phase. If the officer is mortally or gravely wounded, there is a 30% chance to lessen the wounds and return the commander in 1 d20 turns. If the officer was only minorly wounded and is due to return to the game in 1-3 turns, the ambulance will give the leader a 75% chance of speeding up his return by 1 turn. Ambulances can not save soldiers or officers whose deaths had special descriptions - especially the officer who was bayoneted in the back on the results table.

RALLYING A BROKEN, DISORDERED, OR ROUTED UNIT

Rallying is an automatic test at the end of a turn. Depending upon how damaged a unit is, it may recover more easily than others may. Those units that begin with a better morale grade may rally a little easier also. Every unit has a 50% chance of rallying. Add or subtract the applicable modifiers below to the initial 50%. The roll a set of percentile dice against this total. If you roll under the percentage that you need, then the unit has rallied and will be available next turn. Broken or disordered troops are more easily rallied than routed troops. This is more a matter of sergeants walking among the men and steadying them. It is much more difficult to rally routed soldiers whose only instinct is for survival.

ADD OR SUBTRACT 50% TO THESE MODIFIERS

    Unit is only broken or disordered +30%
    A leader is attached to the unit and assisting to rally them +10%
    Unit is Guard class +30%
    Unit is Elite +20%
    Unit is Veteran +10%
    Unit is Militia -10%
    Each casting lost since beginning of game -5%
    Unit lost more than 25% of entire strength during this turn - 20%

MORALE CHECKS

Any conscript or militia unit that has exceeded 25% or 50% or 75% casualties as a result of fire or melee in this turn must make morale checks. The unit will not have to check again until it reaches the next percentage bracket (50 or 75%). Veterans and elites check at 50% and 75%. Guards must only check at 75%. These checks are for units that are not routed or disordered. If the unit fails a morale check, it will route immediately to the rear one full move of 14 inches. This represents that the unit has simply sustained too much damage and the men have quit the field. Just like a rally attempt, each unit begins with a 50% chance. Add or subtract the below modifiers as are applicable. A leader is attached to the unit +10% The unit is Guard class +30% The unit is Elite +20% The unit is Veteran +10% Each casting lost during the game -5% Unit is militia -10% Unit has lost more than 25% of it's beginning strength in this turn alone -20%

BLOWN CAVALRY After a charge cavalry become "blown". This is the affect of the ranks being disordered, and the horses being tired. The cavalry remain "blown". For one turn. The cavalry must sit still without moving or fighting or receiving fire for the entire time to lose this status. They may still move a full move and enter into melee while "blown, but they will suffer serious penalties if they attempt to fight in this condition. If entering into a prolonged cavalry battle, it is important to have several units supporting each other. These waves, or ranks, will allow other regiments to calTy on the battle while the blown cavalry can rest.

OPTIONAL RULES

ENGINEERING TASKS Most military organizations have engineer companies at the division, corps, or army level. These units may be detached to brigades or even individual units. They may improve defenses in a built up area, build gabion defenses for artillery batteries, or assist in assaulting defensive positions and buildings. There are tasks that each company may perform. Depending upon the complexity of the task, it may take a longer or shorter amount of time to complete each task. The closer that a task is to being accomplished the more of a chance that it will be completed. Below is a table showing each task, and the different percentage chance. of its completion at the end of each turn. Engineers may move into a position and begin work during the movement phase, and check for completion on the table for turn one at the end of that same turn. Take a look at the table below to see what different tasks an engineer unit may accomplish.

TASKTURN 1TURN 2TURN 3 TURN 4
Build a pontoon bridge10%30%70% Done
Destroy a bridge20%50%80% Done
Build defensive position for 1 battery05%20%50% Done
Build defensive position for 1 unit10%30%70% Done
Loophole a building30%70% Done-
Using more than one company of engineers will double the effectiveness of the results of this table.

USING OTHER TROOP TYPES AS ARTILLERY REPLACEMENTS AND ENGINEERS

This is where researching your army comes in very handy. Some troops may be used as artillery replacement due to prior experience that unit may have had as artillerymen in a fortress or aboard ship.

Other units may detach companies as engineers due to previous cross-training experience. French Marines of the Guard, French Naval Equipage Battalions, French Battalions de Flotilla, and Austrian Grenzer Tschaikistens may detach companies to act as engineers. They would retain their guard morale class, but also have the abilities of an engineer company. Once detached, they will remain an independent unit through out the game. - Artillery may take heavy losses when playing a game that is of a longer duration. After the end of a day of battle, replacements may be detached to artillery batteries. This would be the same during a campaign game. For every gun lost, an artillery replacement figure will replace it. The battalion donating the replacements will permanently lose this figure casting. If a unit began with 12 figures and donated 4 figures as artillery replacements, it would become an 8 figure unit. Units that may donate artillery replacements are; French Marines of the Guard, French Naval Infantry Battalions, British Royal Marines, French Naval Equipage Battalions and French Battalions de Flotilla.

HOWITZERS Howitzers are a great implement for helping to destroy fortifications and towns. They are also handy at firing canister blasts at close range. They are not; however very handy at mid-range. If howitzers that are part of a battery are used, they should be mounted and fired separately from the rest of the battery. Since they are only effective at close and long range because of their short barrels, and high trajectory, do not engage targets using the "Effective range" portion of the table. This will simulate the weapons inability to be used at mid range. The benefit of using a howitzer at long range is its ability to wreak havoc upon buildings that contain enemy soldiers. For every hit scored on a building at long range there is a 15% chance to set it on fire. Roll a six sided die just like if you were firing at infantry. For each "6" scored against the building, there is a 15% chance to set it on fire as previously stated. These hits are not cumulative. The effects of fire are devastating to the unit occupying the building. If the building catches fire, the opponent's unit that is occupying the building will automatically lose one figure casting. The player may try to continue to defend the building. If the unit remains in the building after the initial turn, they will lose 1d6 figure castings on every following turn at the end of their movement and actions phase.

BATTALION ELITE COMPANIES

Many armies have elite companies in their line or light battalions. They are usually designated by names such as;"Carabinier", "Voltigeur", "Light", "Grenadier", or "Schutzen", just to name a few.

These companies may be detached to form an advance guard to the front of the battalion, or to perform similar tasks. If detached, these companies must remain within twelve inches of the parent unit at all times. These troops may then act as skirmisher to screen the battalion. These elite companies may be very useful if used in this manner. Light cavalry regiments that have the ability to skirmish may also detach squadrons for scouting in this manner.

Being shock troops, the "Grenadier" or "Carabinier" units may be put to better use at the head of an attack (with the figures placed in the front rank of a column). They may also be well put to use in a converged elite battalion. You can form this sort of unit by combining your elite companies into one single battalion (2-6 companies). If you are combining the heavy companies, then you could have an elite battalion of shock troops at your disposal. If you are combining light companies, you can create an elite skirmish unit that could be a formidable foe in a wooded terrain battle.

CAVALRY SUPPORT AND INTERDICTION

A cavalry brigade may be designated to support any other regiment size or larger unit (or a battery). The cavalry must be within 12 inches of the supported unit at all times. The cavalry may only move to adjust its position or to move with the supported unit. It is basically held as a reserve for the supported unit. If the supported unit is attacked by cavalry, the supporting cavalry will be compelled to counter-charge the attackers. This might be considered a charge of opportunity, but in actuality it is not. This is the only circumstance where cavalry may charge on the opponents turn other than to countercharge in its own defense. During the orders phase, this cavalry brigade must be designated as a "Support and Interdiction" force.

Soon to come; Siege Rules Campaign Rules Scenarios Naval Rules More optional rules to increase historical enjoyment

Special thanks goes to the following play-testers: Eric Grey, Bryant McLaughlin, Sgt Tom Noterman, Braci Lemly, Tony Kellin, and Peter Panchryshin

Glory of the Empire: Army List


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