By Col. Wilbur E. Gray
INTRODUCTION This set of rules is a module that will allow players the ability to recreate historical battles from the French Revolutionary and Napoleonic Wars. It is based on a modified version of the popular American Civil War miniatures wargaming rules set, Fire & Fury (F&F) by Richard Hasenauer, published by David Waxtel of Quantum Printing and used with permission. Future companion modules will include Volume 1: The Age of Kings (Marlborough, Saxe and Frederick the Great) and Volume III: The Last Gaiter Button (the era of the hyphenated wars such as the Franco-Prussian War). As such, a copy of the original F&F rules are necessary and familiarity with the original rules essential. Unless stated otherwise below, the original F&F rules apply in all cases. Page numbers noted in the following sections refer to the original F&F rules. MUSTERING YOUR FORCES 1 . Figures. This variant is meant for use with 15 mm figures. 2. Mounting. Like most rules, this module can be played with any mounting system so long as they are common to both sides. However, the recommended mounting system is one based on the popular rules set Napoleon's Battles by the now defunct Avalon Hill. The same basing system will also allow play with more tactical sets of rules such as Bill Keyser's popular From Valmy to Waterloo or Arty Conliff's Shako.
b. Cavalry. Stand 1 inch wide by 1 inch deep mounting two figures in a single rank. c. Artillery. Stand 1/8 inch wide per each gun in historical unit leg, French battery of 8 guns would be 1 inches wide by 1 - 1 1/2 inch deep. Mount one field piece along with 1 artillerist per two historical guns on the stand. Note that two such stands together will form a battery when playing such tactical games as From Valmy to Waterloo. The generic width stands from Napoleons Battles are also quite acceptable. d. Limbers, wagons, etc. As in the original F&F or similar. e. Commanders with staff. Spacious enough, but never less than 1 inch by 1 inch, to accommodate the specified number of command and staff figures for each required headquarters or its equivalent. These are 1 figure for an Independent Brigade Commander (who are treated the same as Division Commanders in all respects, ie, a Division Commander leading a Division of one Brigade), 2 figures for a Division Commander (note that 1813-15 Prussian Infantry Brigades are the same as Divisions), 3 figures for a Corps or a Wing or Russian 1813-15 ArmeeKorps Commander and 4 or more figures for an Army Commander with staff. Napoleon's Imperial Aides de Camp (ADCs - a maximum of two per game, of which one must be an Artillery Commander) and Artillery Generals are mounted as Brigade Commanders, though possessing Division rank. f. Two Rank Infantry. Optional and as an exception to subpara a. above, infantry which historically fought in two ranks may be mounted on stands 1 1/8 wide by 1 inch deep per four figures. For the sake of simplicity, two rank infantry is assumed to be all British/KGL, all British allied Portuguese after 1809 and all British allied in 1815. g. Casualty Figures and the like. As in the original F&F or similar, Mount dismounted cavalry as infantry. h. Irregular Cavalry & Infantry. Mount as Regular Cavalry or Three Rank Infantry. Irregular Cavalry is considered Light Cavalry and includes Cossacks, Kalmucks, Prussian Landwehr 1813-14 (except Silesian), Prussian Westfalen Landwehr 1815, cavalry raised by the Spanish Provisional Government against Napoleon, Guerrilla cavalry and similar. Irregular cavalry never receive a Lance Modifier though they may have used the weapon historically. Irregular Infantry include Russian Olpochenia, Portuguese Militia, infantry raised by the Spanish Provisional Government against Napoleon, Prussian Landwehr 1813-14 (except Silesian), Westfalen Landwehr 1815, Guerrilla foot and the like. PREPARE FOR BATTLE (Page 10) 1. Scale. Napoleonic Fire & Fury (NFF) uses a system by which each stand is the equivalent of 320 - 360 infantry, 160 - 180 cavalry, a single battery of artillery or an undetermined number of staff or other specialist personnel. Because of the recommended mounting system, this works out to a ratio of 80 - 90 historical soldiers per each infantry or cavalry miniature. Ground scale is 1 inch equals 120 yards with each complete turn representing 30 minutes of actual time. 2. Units. In NFF the basic unit is considered to be the artillery battery, the cavalry brigade (or equivalent) and the infantry brigade (or its equivalent). Equivalency is a matter of size, though the integrity of historical units must be maintained and it is preferable that cavalry and infantry formations do not start a game with less than 3 bases. Thus some of the 4-battalion Austrian infantry regiments in 1813, over 4000 men each (example the Jordis No 59 and Rudolf No 14 Infantry Regts both had 4 btns at the Battle of Hannau on 31 October 1813, being brigade together for a total of 8000 men between them), would be a brigade equivalent. Likewise, the small French infantry and cavalry divisions of 1814, some less than 1600 men ~further example, Albert's Division of Sebastiani's V Corps in 1814 which consisted of the 1351h, 152d, 154'h, 14(yh and 141s Ligne Regts totaling 1444 men), would also be a brigade equivalent. Prussian Brigades of 1813-15 are not considered to be a brigade for the purposes of NFF, but each of the 3 regiments that are assigned to them are. Independent battalions or squadrons must be played as an attachment to leg, part of) a brigade equivalent of similar composition (cavalry, infantry, etc). 3. Leaders. In NFF the player must provide leaders for Army, Corps, Wing and Division command levels, or their equivalents leg, a Prussian 1813 Brigade or an 1805 Austrian Column are considered Divisions), as well as any artillery commanders or ADCs required. Independent Brigades are considered to be a one-division brigade and must also be provided a commander. Players should be flexible and consider the intent and not the letter of the rule. Because Russian Infantry Divisions were so small in 1813-14, it is recommended, for example, that the Divisions be treated as game brigades, the historical Corps Commander as a Divisional leader and the Corps d'Armee Commander as the normal Corps Commander. 4. Grand Batteries. Grand, or Massed, Artillery Batteries are a special case as regards formation, movement and fire, but use regularly mounted artillery batteries as components. See the appropriate paragraphs under the Maneuver as well as the Musketry & Cannonade Sections of these rules, 5. Regimental Artillery. Some infantry formations during the era had Regimental or Battalion Guns, eg, a single or pair of small caliber artillery pieces assigned directly to a foot battalion or regiment. If the infantry Brigade in question historically had such guns, assign an extra infantry stand (3/4 inch wide by 1 inch deep) to account for these field pieces' firepower. The stand functions in all respects like a regular infantry stand, though players may place a single small gun model and a single artillerist on the stand for esthetics, vice 4 infantry figures. Armies that used Regimental Guns include the French until 1796, all other Continental European powers until 1807, and the French with their Allies in the 1812 Invasion of Russia. Please note that Russian Regimental Guns were actually 2 gun sections of their regular light foot batteries, stripped off and allocated to infantry formations 6. Brigade Effectiveness. This uses the same procedure, charts and markings as the ACW F&F, but the names are changed to provide a more Napoleonic period flavor, eg, the rating of Green becomes Conscript, Veteran becomes Regular and Crack becomes Elite. Conscript units are composed of troops such as Landwehr or the French Maria Louise's of 1814, Regular troops include Ligne or Chasseurs a Cheval, and Elite such organizations such as the French Young Guard, Russian Grenadiers, Cuirassiers or British Highlanders. Do not consider the preceding statement to be all-inclusive.
b. As an example of the process above, say a brigade is composed of 3 stands of Saxon Grenadiers (all Elite) and 4 stands of Saxon Line Infantry (all Regular), for a total of 7 stands. The point total for the Grenadiers would be 9 (3 stands x 3 pts) and that of the line 8 (4 stands x 2 pts), or a total of 17 points for the brigade. Since the brigade has 7 stands, one divides the 17 points by 7, for a result of 2.42, rounded down to 2. At an average of 2 points, the brigade will have a Regular Effectiveness Rating and will keep that rating for the entire game regardless of which stands might be removed as casualties. 7. Mixed Brigades. In certain cases historical Orders of Baffle (OB's) will mandate a mixed cavalry and infantry brigade or its equivalent, normally with the cavalry being the minority. An example of this would be the case of the 6 1h Kurmark Landwehr Cavalry Regt that had two of its squadrons, some 191 men, attached to COL von Stulpriagel's 12"' Infantry Brigade in 1815. In such a case each of the three infantry regiments in the Brigade would form its own Brigade Equivalent as noted above, but there are several options for handling the cavalry (or, alternatively, infantry) in this and similar cases. Players may:
b. Or if, as in the example above. there is only enough strength for a single stand, attach the stand to another formation within the same command, even if it means attaching an infantry stand to a cavalry formation, or vice versa. In this case the minority stand will function in all respects exactly like the other stands in the brigade to which it is attached, except that the brigade will always move at the rate of speed of the slowest stand in the formation. In the case of the single stand 6" Kurmark Cavalry above, the player would attach the stand to one of the infantry regiments, giving that Brigade Equivalent in effect an extra stand of infantry though it would have two cavalry figures mounted on it. The reverse would be true if a single stand of Austrian Grenzer Infantry were attached to an Austrian Hussar Brigade in 1809, except that the Brigade would have to move at the infantry rate. When such Mixed Brigades take casualties, the minority stand will always be the first stand lost, allowing the Brigade to become infantry or cavalry pure (and eliminating the movement penalty described). c. As an alternative to using Mixed Brigades, and if all players agree, the minority attachments from several Mixed Brigades may be combined to form an ad hoc infantry or cavalry brigade as appropriate, Using the example above, the attached cavalry squadrons from all the Infantry Brigades within an 1813 Prussian Corps might be combined into a small Cavalry Brigade. This is not very historical, however, and is not recommended. FIGHTING THE BATTLE (Page 17) Sequence of Play. The traditional ACW F&F Sequence of Play is modified as shown below. All other specifics of this Chapter from the original rules apply. Sequence of Play 1 . Initiative Interphase (Optional). At the beginning of each turn, the Army Commanders roll a 10-sided die with the high die allowed to determined whether his side would like to act as the 1" or 2d Player that turn. This allows the French commanded by Napoleon an extremely powerful tactic - win the initiative two turns in a row, move second the first turn and first the second turn, thus receiving two back-to-back movement phases. Use the following modifiers to the die roll (note their similarity to the modifiers from the RM Table):
b. +2 If Napoleon (without Berthier), Davout or Wellington commands the army. c. +1 If Archduke Charles, Suvorov, Lannes, Massena, Moreau, Suchet or Bluecher (1813 - 15) commands the army. d. 0 Or no effect, if any unattached Prussian General (1813 - 15) other than Bluecher, Moore, Kutusov, Barclay de Tolley, Bagration or any unattached French General other than those noted above commands the army. Allow French Marshal Bernadotte this modifier even when an Allied Commander 1813-15. e. -1 If any unattached general other than those noted above or below commands the army. e. -2 If unattached Archduke John, Duke of Brunswick, Cuesta, Czar Alexander or Prince of Orange commands the army. 2. First Player Turn.
Move all brigades and batteries using Reserve Movement. Move all brigades and batteries using Tactical Movement. Move detached leaders. b. Musketry and Cannonade (2d) Phase. The Second Player resolves all his defensive fire combat and applies results. The First Player then resolves all his offensive fire combat and applies results. c. Charge (3d) Phase. The First and Second Players simultaneously resolve all charges made in the Maneuver Phase and Breakthrough. All combat results are simultaneously applied. 3. Second Player Turn.
Move all brigades and batteries using Reserve Movement. Move all brigades and batteries using Tactical Movement. Move detached leaders. b. Musketry and Cannonade (2d) Phase. The First Player resolves all his defensive fire combat and applies results. The Second Player then resolves all his offensive fire combat and applies results. c. Charge (3d) Phase. The First and Second Players simultaneously resolve all charges made in the Maneuver Phase and Breakthrough. All combat results are simultaneously applied. FIGHTING THE BATTLE: PHASE I: MANEUVER (Page 20) General Provisions 1 Introduction. The concept of maneuver in NIFF is nearly identical to the original F&F rules and all rules from the original set (covering such items as formations, etc) remain in effect except as specifically noted below. However, the specific column of the Maneuver Table and the modifiers in use by which brigades are activated for movement are different, depending on where the brigade physically resides on the battlefield. A brigade will be either in the Tactical Zone (TZ and said to be Engaged) or in the Reserve Zone (RZ and said to be Unengaged). It will thus move in either the Reserve Movement or Tactical Movement Subphases of Phase 1: Maneuver, but never both. These concepts are explained in detail under the paragraphs regarding Reserve Movement and Tactical Movement below. 2. Tables & Charts. The Movement Rates Chart and the Maneuver Table produced specifically for NF&F replace those for ACW F&F, though procedurally they are nearly identical. 3. Command Radius. In NFF the Command radius for all Leader Figures is 12 inches. 4. Infantry Movement. Infantry Movement, as opposed to artillery and cavalry (and leader) movement, which remains universal across all armies, is classified as Linear, Columnar or Impulse. The classification is based on the primary infantry battalion formation used by the army in question at the time the simulated battle takes place. Please note that there will likely be no physical difference in the appearance of infantry brigades from different armies, as the brigade formation merely represents the area where the unit's assigned battalions are deployed. Thus a Prussian 1806 infantry brigade of 10 stands deployed side by side will physically look the same as a French 1813 infantry brigade with 10 stands deployed side by side. In the Prussian brigade, however, all battalions are considered to bein line formation side by side, while all the battalions in the French brigade are said to be in column, also side by side. The reason there is no physical difference between the widths of the two brigades is due to the fact that commanders of battalions in column would normally leave enough distance between their units to deploy into line if necessary. Likewise, the same Prussian brigade deploying with five stands side by side, with another five stands side by side immediately behind, does not mean the brigade is now in column (infantry brigades or regiments did not form line or column per se, their assigned battalions did). It simply means that the assigned battalions - all still in battalion line - have been deployed into two echelons, one behind the other. Thus the Prussian brigade would still maneuver at the Linear rate (see below and the Movement Rates Chart). The French brigade, conversely, would always move at the Columnar rate (see below and Movement Rates Chart) though all 10 of its stands might physically be deployed side by side and visually look similar to a line.
b. Columnar Infantry - armies where the prevalent infantry formation was the battalion column. Brigades so classified have a significant maneuver advantage, but suffer from a lack of firepower. Columnar infantry is that of the French army from 1792 - 1800 and 1812 - 1814, as well as all other infantry from 1809 to 1815 not classified as Impulse Infantry below. Note this includes Irregular Infantry Forces such as Foot Cossacks, Olpochenia and the like. C. Impulse Infantry - armies where infantry battalions had the ability to maneuver in column, but immediately deployed into line for fire and close combat. This is a VERY powerful formation as its combines the advantages of both Linear and Columnar formations, Impulse infantry includes British/KGL 1809 - 1815, British Allied 1815 only, French 1805 - 1811 and 1815, Davout's Corps in 1812, the French Old and Middle Guard at all times, and the French Young Guard at all times except 1813-1814. Formations 1 . General. The rules regarding formations, their use, movement and combat particulars as described in the original version of F&F remain in effect (for example, Road/March Column is still considered Enfiladed regardless of the direction of fire), but with different formation names to avoid confusion because of the increased scale and the nature of infantry formations as noted above:
b. Double Echelon (previously Line of Battle Supported). c. Brigade Masse (previously Field Column). d. March Column (previously March Column - no change). e. Square (see below). 2. Dismounted Cavalry. Cavalry may not dismount during any portion of a game of NF&F. The only dismounted cavalry allowed is that which is permanently dismounted at the beginning of the game (such as the Russian Karkhov and Chernigov Dragoon Regts at Borodino in 1812, who simply lacked horses). Such dismounted cavalry is treated as infantry for all purposes. Ignore all references to dismounted cavalry from the original F&F. 3. Square. This is the universal infantry formation for defense against cavalry, though it does leave the unit vulnerable to both infantry and fire combat. The formation is physically represented on the tabletop by turning the stand(s) on the left end of the brigade formation to the left, those on the right to the right. There is no physical decrease in frontage since the brigade itself is not going into square, the battalions assigned to it are.
b. Infantry brigades form square due to a combat result that may occur when infantry and cavalry engage each other in the Charge Phase. Infantry Brigades may not voluntarily form square, but if victorious against Charging Cavalry are assumed to have been so due to the successful deployment into square (see Charge Table below). Square is formed immediately as a Combat Result. C. Infantry brigades change from square into Single Echelon, Brigade Masse, etc, as is specified in the original F&F for other formation changes. There is no movement cost to do so. d. Like March Columns, squares are considered Enfiladed regardless of the direction of Musketry & Cannonade fire, but have no flank or rear as regards Charge Combat. Reserve Movement 1 . Introduction. This is perhaps the most complex portion of the NFF variant. Reserve Movement (RM) is defined as any brigade movement, partially or in total, which takes place in the Reserve Zone (RZ). The RZ is that area of the tabletop that is greater than 15 inches away from any enemy brigade, artillery battery or Grand Battery. The use of RM in this game replaces Order Systems to simulate Grand Tactical Command & Control (C2), a process that the French, with their formal and practiced Staff System, excelled at while other countries did not. The subsequent advantage the French gained was the ability to react to enemy intentions by providing timely, accurate information to the commander, allowing him a comfort level that enabled critical decisions to be quickly made. When disengaging formations or moving them to an area of the battle where they would be most effective, Napoleon's Grande Armee swiftly handled (particularly if Marshal Berthier was present) what was a slow and painful process for other armies, such as Prussia's in 1806. It enabled Napoleon to simply issue general guidance and then immediately react when his opponent made a mistake. This, in turn, remains a major reason why institutions such as the US Army War College, have labeled the Emperor the world's first and greatest "intuitive general." In other eras, such as the American Civil War, the C2 systems used by the opposing forces were nearly identical and thus do not have to be modeled in detail. This is because no particular advantage need be imparted to one side or the other. As noted above, however, this was not the case in the Napoleonic Wars, making Grand Tactical C2 a critical consideration. 2. The Reserve Zone (RZ). The RZ is defined as any area of the tabletop greater than 15 inches away from any enemy brigade, artillery battery or Grand Battery. Friendly brigades are in the RZ if they are greater than 15 inches away from such enemy formations. Such friendly forces are described as Unengaged. Conversely, forces are in the Tactical Zone (TZ) of the table top, and are said to be Engaged if they are 15 inches or less away from any enemy unit, excluding leaders. 3. Reserve Movement (RM). Any portion of a brigade's movement that takes place in the RZ is defined as RM. This includes brigades that move out of the TZ into the RZ, or vice versa. This represents troops moving primarily in response to their Commander's Grand Tactical orders, rather than as a reaction to nearby enemy forces. RM takes place during the Reserve Movement Subphase of Phase 1: Maneuver.
b. Terrain and interpenetration modifiers apply to RM in the same way as they apply to movement within the TZ. C. All units using RM, even in part (such as a unit wishing to disengage from the TZ), must complete their movement prior to any units using solely TZ movement. d. Units using RM may not initiate fire or close action combat in the same turn. Such formations may always defend themselves, however, to include issuing defensive fired if charged and countercharging if cavalry. e. A unit may not leave the TZ, move in the RZ and then reenter the TZ in the same turn. Likewise, a unit may not use RM to enter the TZ, and then move out of the TZ in the same turn. f. Units in the RZ who subsequently have an enemy unit move to within 15 inches of their position are no longer considered to be in the RZ, but in the TZ, moving and fighting accordingly. Likewise, should all enemy forces move greater than 15 inches away from a friendly formation, than that unit is then considered to be in the RZ. 4. Procedure. The player must announce that the unit in question intends to use RM, and then simply rolls a single 1 0-sided die against the appropriate column of the Maneuver Table, using the modifiers specified for RM. The RM modifiers are used in lieu of all other maneuver modifiers (for movement within the TZ), even if the unit in question begins its RM within the TZ or ends its RM within the TZ. This procedure constitutes use of RM, even if the unit subsequently fails to physically move at all. Apply results as indicated on the Maneuver Table, using the Reserve Movement Column. 5. RM Die Roll Modifications. The following die roll modifications are unique to RM and are used in lieu of the other modifications found on the Maneuver Table (modifiers are cumulative).
b. +2 If unattached Napoleon (without Berthier), Davout or Wellington commands the army. C. +1 If unattached Archduke Charles, Suvorov, Lannes, Massena, Moreau, Suchet or Bluecher (1813 - 15) commands the army. d. 0 Or no effect, if any unattached Prussian General It 813 - 15) other than Bluecher, Moore, Kutusov, Barclay de Tolley, Bagration or any unattached French General other than those noted above commands the army. Allow French Marshal Bernadotte this modifier even when an Allied Commander 1813-15. e. - 1 If any unattached general other than those noted above or below commands the army. f. -2 If unattached Archduke John, Duke of Brunswick, Cuesta, Czar Alexander or the Prince of Orange commands the army. g. - I If one of Napoleon's ADCs or any Army Commander is "attached" (eg, moved in base to base contact during the previous turn's Detached Leader Movement Subphase) with the commander of the formation using RM. h. +2 If first turn of the game (in a set battle, vice meeting engagement, representing prepared operations order, eg, such as Austerlitz in 1805, but not Auerstadt in 1806). 1 +2 If unit successfully used RM last turn. j. + 1/+2 If RM failure (eg, Reserve Movement Table indicated no movement allowed) last turn/ two or more previous turns. k -2 If unit is attempting to disengage from the enemy (eg, moving out of the TZ into the RZ). l - 1 If the unit is Disordered. Note: To clarify, if one of Napoleon's ADCs is attached to a commander of a formation, his brigades would receive the I modifier for the ADC, as well as the -3/+2 modifier for Napoleon being in command of the Army. 6. Leaders. Leaders may freely combine movement within the TZ and RZ without restriction or die roll during the two traditional F&F Leader Movement Phases (Leader Attachment and Detached Leader Movement) so long as the Leader's total movement allowance is not exceeded. 7. Artillery. Movement of artillery batteries follows the same specifics as brigades when using RM (eg, may move in one phase or the other but not both, must use RM when withdrawing from the TZ, etc), but require no die roll. The batteries, however, must be properly commanded as in traditional ACW F&F. 8. Divisions and Corps. For simplicity and accuracy, players are encouraged to make a single RM die roll for all the brigades in a division or corps when the modifiers across all affected brigades are identical. The results obtained apply to all brigades so rolled for. 9.Reserve Movement Rate. Note there is no change in the movement rate for units maneuvering in the RZ. The given NFF movement rates apply. Rather, this procedure represents the problems of committing forces that are not already engaged with the enemy or need to become disengaged. As opposed to deploying and moving forces based on the actions of enemy forces in proximity, the problem becomes one of the Army's Command-Control systems providing enough timely information for the Commander to react quickly to changing battlefield and enemy situations. This procedure will be particularly critical for Commanders who wish to deploy their Reserve formations. Tactical Movement 1 . Tactical Movement. Tactical Movement ( TM ) is considered brigade movement that takes place solely within the TZ and corresponds to the traditional brigade movement from the original F&F. It uses the well know Disorder Effects and Good Order Effects columns of the Maneuver table. Use the modifiers given and proceed as normal with the ACW F&F. Such movement is considered to take place in the Tactical Movement Subphase of Phase 1: Maneuver and no unit that used RM this Phase may ever use TM. 2. Modifiers. The modifiers for TIM are as follows:
b. +2/+3 For each Division to Army Leader from Chain of Command attached to unit in question/same if Leader is Charismatic. Max 4 points. c. +1 If unit in March Column or Square Formation. d. +1 If unit is Columnar or Impulse Infantry. e. +2/-2 If unit is Fresh/Spent. f. -1 If unit has unsecured flanks, eg, if an enemy cavalry or infantry unit is within one move of the friendly unit's flank, AND there is no friendly unit within two inches of that same flank. g. -3 If unit is Disordered Cavalry moving into Charge Combat. Grand Batteries 1. General Provisions. Simply using the normal capacity for a Leader to command and move an artillery battery within his Command Radius (now 12 inches) creates Grand or Massed Artillery Batteries. In this case the batteries will move so as to join in base to base contact with all other batteries in the formation, at least one of which must be in base to base contact with the Grand Battery Commander, who is considered attached. 2. Composition. Grand Batteries must consist of at least 32 historical guns, but if subsequent casualties and stand removal cause this number to drop below 32, the formation is still considered a Grand Battery with all appropriate Cannonade benefits (see Musketry and Cannonade Section below) and Maneuver penalties. 3. Artillery Commanders. An appropriate Artillery Commander must command Grand Batteries, and then only such formations consisting of batteries from their own Chain of Command leg, MG Senarmont may only form a Grand Battery from assets out of Victors I Corps in 1807, as he was the I Corps Chief of Artillery). The Artillery Commander must remain attached to the Grand Battery at all times, This Artillery Commander may be one of the following individuals:
b. Any Russian Corps d'Armee or Army Artillery Commander (1812-1815). c. Any Austrian Army Artillery Commander (1809-1815). d. Any Prussian Army Artillery Commander (1813-1815). e. Any French Army Artillery Commander, to include the Imperial Guard Artillery Commander and one of Napoleon's ADCs. f. Napoleon or Russian Count Kutaisov at any time, Archduke Charles from 1809. Note: Artillery Commanders may not command any other unit type outside artillery batteries. Napoleon and Charles are not Artillery Commanders, but the single French ADC for Artillery to Napoleon is considered as such. 4. Movement Penalty. Once placed and unlimbered, the batteries forming a Grand Battery are limited to 1 (one) function per turn, vice the two as in traditional F&F. 5. Dissolution. Grand Batteries once formed may not be dissolved and their constituent batteries may not be distributed elsewhere. Cavalry Charges General Provision. Cavalry, or Mixed Brigades primarily cavalry, which moves so as to come in contact with the enemy is said to have executed a charge (or countercharge). Such cavalry is automatically Disordered at the end of the Charge Phase, whether victorious or not. Irregular Cavalry & Infantry General Provision. For the purposes of Maneuver, Musketry & Cannonade as well as Charge Combat, Irregular Cavalry and Infantry are always considered Disordered. In other words, these forces will always roll on the Disordered Effects Maneuver Table and will always take the detrimental modifiers when calculating Fire and Close Combat. Irregular Cavalry moves at Heavy Cavalry speed, Irregular Infantry as Columnar Infantry. FIGHTING THE BATTLE: PHASE 2: MUSKETRY AND CANNONADE (Page 34) 1. Introduction. The variant specific rules covering Musketry and Cannonade are perhaps the simplest to learn and implement under NFF. Simply use the Musketry & Cannonade Table specific to NFF as supplied on the attached Tables & Charts Sheet, using the same procedures as in traditional ACW F&F. Specific NFF changes are noted below. 2. Line of Sight (LOS). LOS is now blocked if it passes through more than 1 (one) inch of an intervening town or forest, versus 2 inches in traditional F&F. 3. Low Ammunition. Rule deleted. 4. Rifles. Rifle armed infantry have no special standing in NFF due to their rarity on the battlefield and this module's scale of play. 5. Squares. Infantry Brigades in Square fire at a Flat Rate of 1 FP per stand leg, regardless of whether the formation is Columnar, Linear or Impulse Infantry or historically formed in 2 ranks), with an all around Field of Fire. This means that each Infantry Stand may designate its 45 degree Arc of Fire from any edge of the stand - front, side or rear. Artillery attached to the brigade, however, fires normally along its specifically designated 30-degree Arc of Fire. While in Square, all Skirmishers and Semi-Skirmishers are considered to have fled to the safety of the Square, thus prohibiting all forms of Skirmish Fire and invalidating all protection afforded by Skirmishers or Semi-skirmishers. 6. Light Cavalry. In NFF only Light Cavalry leg, not defined as Irregular or Heavy Cavalry - see Charge Section of this variant) to include Lancers may issue fire when mounted. Light Cavalry, however, may never issue fire when engaged in Charge Combat unless hit frontally while standing still. 7. Irregular Cavalry & Infantry. For the purposes of Maneuver, Musketry & Cannonade as well as Charge Combat, Irregular Cavalry and Infantry are always considered Disordered. In other words, these forces will always roll on the Disordered Effects Maneuver Table and will always take the detrimental modifiers when calculating Fire and Close Combat. 8. Leader Casualties. Precisely as in the original F&F, but with a -2 Die Roll Modifier if a Charismatic Leader is involved. Translation: if you want Napoleon to lead forward the Service Squadrons of the Guard Cavalry, or Archduke Charles likewise those Grenadiers, you will have to take the appropriate risk. 9. Skirmishers. Skirmishers only concern infantry and are represented by nothing more than an increase in the small arms range for Infantry Brigades that possess them, and a penalty for units firing at skirmish capable infantry at certain ranges. NFF does not use cavalry-based skirmishers, and Infantry Brigades may not break down totally into a full skirmish formation.
b. Skirmish capable Infantry Brigades are said to possess either Full Skirmishers or Semi-skirmishers. Units firing at infantry brigades with Full Skirmishers at a range between 2.1 and 5.0 inches do so with 1/3 Fire Points (FPs), or at I/. Fps if the target possesses Semi-skirmishers. C. Full Skirmish infantry includes all French, all French Allied or Former French Allied that used French infantry battalion organization 1805-14 leg, Northern Italy, Westphalia), light infantry formations of all other French Allied or Former French Allied 1805-15 and all British/KGL. Also included are all British Allied 1815 excluding militia and Brunswick line, all Portuguese lights, all Austrian Jaeger, all Scandinavian lights post 1806 and all Prussian Jaeger and Schutzen. d. Semi-skirmishers include all Prussian Fusiliers, Grenadiers and Guards 1813-1815, all Russian Jaegers 1812-15, all British trained Spanish, all Swedish grenadiers or Guards from 1809, all Austrian Grenzer 1809-15 and all other German or Scandinavian lights prior to 1806. e.Full Skirmish and Semi-skirmish capable infantry brigades may fire at enemy formations at a range of 2.1 to 4.0 inches at a flat rate of 1/2 FP per stand regardless of whether the infantry is Linear, Columnar, Impulse or historically formed in two ranks. Otherwise, traditional F&F musketry rules apply and modifiers apply per the supplied NIFF Musketry & Cannonade Table. 10. Grand Battery Fire. The following rules apply.
b. A Grand Battery may not use the 150% bonus fire rate if its Artillery Commander becomes a casualty and has not yet been replaced. C. For purposes of Charge Combat, a Grand Battery is considered a single game brigade consisting of a given number of stands. 7. Musketry & Cannonade Modifiers. These modifiers are found on the NIFF Musketry & Cannonade Table, replace thosefound in traditional ACW F&F and are described in detail below (all cumulative):
b. x 1/3 Fps if firing at Skirmish Infantry at a range of 2.1 to 5 inches. C. x 2 FPs for each Linear or Impulse Infantry Stand firing or for each stand firing from Enfilade. d. x 2 1/2 Fps for each Linear or Impulse 2 Rank Infantry stand firing. d. x 1 1/2 Fps for each Artillery Stand using Grand Battery Fire, e. +1 FP for each British-KGL, French Line or Young Guard Battery firing/+2 FP per Battery if French Old Guard. f. +1 To the Die Result when firing at a target that is limbered, changing formation or movement mode, or about facing. g.-1 to -3 If target is in some sort of cover (scenario dependent). h. 1 FP Flat Rate per stand for infantry firing from Square. FIGHTING THE BATTLE: PHASE 3: CHARGE (PAGE 41) 1 . Introduction. FFN Charge Combat is conducted precisely the same as in the original ACW version of the rules, except for the fact that opposing stands must physically come into contact (as opposed to within 1 inch), the types of modifiers used and a few other special cases. Simply apply the FFN specific modifiers as normal, roll the die and apply the results. However, all players are strongly encouraged to review and study the Charge Rules in traditional ACW F&F, especially as concerns Participating and Incidental Stands. These rules are without doubt the most complex and difficult to understand in the original game. Specific modifications and clarifications as regards the Charge Phase in INIFF follow:
b. Heavy Cavalry in NFAF is defined as any cavalry labeled Dragoons, Heavy Dragoons, Carabinier, Cuirassiers, Horse Grenadiers, Cavalry, Horse, Horse Guards, Life Guards, Chevalier Guards or Guards du Corps. A Heavy Cavalry Brigade is so defined as having at least half plus one of its stands from one of the categories above. If the brigade is considered heavy at the beginning of the game, it remains so for the entire game. As and example, an Austrian Cavalry Brigade with 4 stands of Cuirassiers and 3 of Hussars would be considered a Heavy Cavalry Brigade, but not if the brigade initially consisted of 4 stands of Cuirassiers and 4 of Hussars. C. Armored Heavy Cavalry includes horse that wore both front and back plate or front plate only. A Cavalry Brigade is considered armored if at least half plus one of its stands are armored. If designated armored at the beginning of a game, it remains so for the entire game. d. For the purposes of this game, the French Old Guard consists of the 1" & 2d Regiments of Grenadiers a Pied or Chasseurs a Pied, the Grenadiers a Cheval, the Chasseurs a Cheval and the Polish Lancers, Also included are the Guard Marines, the Guard Sappers, the Guard Artillerie a Cheval Volante and the Old Guard Artillerie a Pied. Please note that not included are those cavalry elements historical labeled Young Guard Squadrons. e. Lance armed cavalry includes Russian Hussars 1812 -15 and other regiments designated Lancers or Uhlans, but not Irregular Cavalry such as Prussian Landwehr Cavalry (until 1815, except Westfalen), Cossacks or Guerrilla forces. A Cavalry Brigade is considered lance armed if at least half plus one of its stands are lance armed. If designated lance armed at the beginning of a game, it remains so for the entire game. f. For the purposes of Maneuver, Musketry & Cannonade as well as Charge Combat, Irregular Cavalry is always considered Disordered. In other words, these forces will always roll on the Disordered Effects Maneuver Table and will always take the detrimental modifiers when calculating Fire and Charge Combat. g. In NFF, infantry may not charge any type of Cavalry Brigade, to include Mixed Brigades primarily cavalry. 2. Cavalry Charges. Cavalry, or Mixed Brigades primarily cavalry, which moves so as to come in contact with the enemy are said to have executed a charge (or countercharge). Such cavalry is automatically Disordered at the end of the Charge Phase, whether victorious or not. Further, disordered cavalry or Mixed Brigades primarily cavalry attempting to maneuver so as to come into Charge Combat will take an additional - 3 Die Roll Modifier when rolling on the Maneuver Table/Disorder Effects leg, the owning player must announce he is attempting a charge - this is to discourage cavalry that has just charged or countercharged the previous turn, from immediately recovering and charging again as the mounts are considered to be fatigued or winded). 3. Supported Charges. Cavalry may not act as the Supporting Echelon for infantry during Charge Combat, and vice-versa. 4. Cavalry Countercharge. If physically able to do so (eg, it faces no obstructions that would prevent it from moving, etc) by charging at least 2 inches in a straight line, a Cavalry Brigade (to include Mixed Brigades primarily cavalry) will automatically countercharge any cavalry unit charging it. A roll on a Maneuver Table is not necessary. The following specifies apply:
b.The movement between the opposing units, to include wheeling, is prorated from the point the target unit first has line of sight to the attacker. Units trace Line of Sight in all directions, not just frontalIx. C. All normal F&F movement and Pass Through Fire rules apply to the Countercharging Brigade. d.As noted previously, Countercharging Cavalry becomes Disordered at the end of the Charge Phase leg, both initial and Breakthrough charges), whether victorious or not. 5. Charge Modifiers. The following Die Roll Modifiers apply in NFF (modifiers are cumulative, but outside the Outnumbered Modifier, apply only to Participating Brigades):
b. + 1 Each Level of Brigade Effectiveness Greater than Opponent (eg, Elite Brigade vs Conscript would receive a + 2 benefit, Regular vs Conscript a + 1 for multiple brigade engagements, use the rating of the greatest number of Participating Stands, and if equal, tthe higher rating). OPTIONAL RULE (players must agree prior to the game): produce an average Brigade Effectiveness Rating for multiple unit combat in a manner similar to determining the average Brigade Effectiveness for units with different troop types, described above Page 2 Para 6. Consider only Participating, not incidental, stands. C. +2/-2 Fresh/Spent troops (see page 47 of original rules for specifics). d. +2/-3 Cavalry charging infantry at a distance of 4 inches or less/a distance of 4.1 inches or greater. e. +1/+2 Unit is Heavy CavalrylArmored Heavy Cavalry. f. +1 Lance armed cavalry charging infantry. g. +1 Supported Charge or Breakthrough Charge. h. +1/+2/+3 Outnumbered in stands at least 3:2/2:1/3:1 or greater. i. -1 Unit Disordered or Cavalry Brigade charged standing still (eg, not Countercharging). j. -1 For each troop stand lost this current Fire Phase. k. +1 to +3 Defending favorable terrain (scenario specific). l. -3 Defender hit in Flank/Rear or Square attacked by infantry. m. -1/+3 Defending Infantry already in Square and Hit by Infantry/Cavalry (if the defending square is hit by cavalry and infantry simultaneously, use the factor for the greatest number of participating, attacking stands, and if equal consider the factors to cancel out). n. -1 Unit faces any element of the French Old Guard. ADDITIONAL RULES 1 . Engineers. Each scenario will specify the number of Combat Engineer companies, if any, available to each player and what level of command controls them. The companies have a Movement Rate of and are mounted as Three Rank Columnar Infantry, but with only two figures on a stand, side by side. These companies maneuver exactly like artillery batteries, eg, they must be within the Command Radius of the leader that controls them in order to move or to attach to a formation (infantry only). An Infantry Brigade with an attached Engineer Company will reduce the effectiveness of a defender in Favorable Terrain by one step when using Charge Combat, eg, a modifier for a defender in Heavy Cover is reduced from a + 3 to a + 2 and so on. Only one Engineer Company may ever be attached to an Infantry Brigade at a time and when engaged in Charge Combat, an additional straight die roll will be made immediately after the combat to determine if the combat destroyed the Engineer Company. A die roll of 1 or 2 will destroy the Engineer Company. French Imperial Guard Engineers (VER Optional Rule) as but these doughty lads reduce cover effectiveness by two steps; eg, a +3 for the defender becomes a +1. 2. French Imperial Guard Marching Band (VER Optional Rule). Mounted as engineers noted above, their only function is to add an additional Tactical Movement +1 modifier to any French Infantry or Cavalry unit within 1 1/2 inches of their location when the Tactical Movement maneuver die roll is made. 3. Please note other Optional Rules contained above in the body of this document. Additional Optional Rules will be published as they become available from the author or players that suggest them. Included among these will be rules to allow, say, the Army of Napoleon to take on the Army of Britain's illustrious Duke of Marlborough. Thus players can discover first hand why one army was inherently better than another, and how the art and technology of war methodically progressed over the span of several hundred years. THE PRIME DIRECTIVE Invoke this rule when there is any disagreement about rules or procedure that cannot be amicably resolved by the players. Simply have the two disagreeing parties each roll a 10-sided die with high roll winning for whatever opinion it represents. Remember, this wargame is not only supposed to be a competitive learning experience, but also fun, and most certainly not a test of anyone's manhood (or womanhood, as the case may be). GAME SUPPORT Support for this game leg, questions and answers, rulings, etc) is available from the author at the address and Email listing below. Comments and opinions always welcome. Website support with scenarios follows soon. hmgs1@mail.hmgs.org SELECT BIBLIOGRAPHYAlornbert-Goget, Paul C., La Campagne do 1805 in Allemagne. Paris, 1902-
1908.
Age of Eagles Charts (extremely slow: 520K)
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