Old Trousers v.1

Battalion Level Napoleonic Warfare

By John P Kelly

RULES PHILOSOPHY

Those fascinated by Napoleonic tactics have long enjoyed playing battalion level miniature rules. Unlike in brigade level games, the formations so characteristic of Napoleonic warfare are of great importance when playing at the battalion level. There are several fine sets of battalion level rules on the market. Despite this the author has found most of them to be too slow and difficult to learn for his tastes. This ruleset is meant to address this circumstance. Hopefully, players will find this to be a fast playing historically accurate battalion level game,

All rules need to have a point of focus. The point of focus of these rules is not meant to be the intricacies of combat, but rather the difficulty of managing troops on the battlefield. Players are each given a limited number of orders each turn to accomplish their goals. Once troops become engaged they become much more difficult to control. Units will not automatically follow orders once they are engaged.

These rules are meant to be relatively fast playing rules. A calculator is not necessary and every effort has been made to limit the number of necessary game charts. A 9 foot by 5 foot ping pong table will allow one to represent a battlefield that is 3.1 by 1.7 miles. This will accommodate battles such as Waterloo, Ligny, or Quatre Bras.

The rules should be read through once and then the player should set up a small battle of no larger than 1 division per side. After one or two playings the game can be played from the game charts without reference to the body of the rules.

SCALE

These rules are written to be used with 15mm figures. They may be used with figures of other sizes by simply multiplying all distance by 1.5 for 25 mm figures and dividing by 1.5 for 6 mm figures.

The basic units represented are the infantry battalion, the cavalry regiment, and the artillery battery. These units will generally be the smallest unit size allowed in the game and will be the unit of maneuver.

Each infantry or cavalry figure represents 60 men. Each artillery piece represents 2 to 6 guns. Each turn represents 20 minutes and each inch is 50 yards.

Troops will be organized into brigades, divisions, and corps. Division, cavalry brigade, corps, and army leaders are represented by figures. Infantry brigade commanders are not represented by figures.

BASING

Each infantry stand will generally represent 1 company. Each stand must contain a minimum of 2 figures so that in some rare cases a stand will represent 2 companies. Infantry stands should never contain over 4 figures.

Each cavalry stand will contain 2 or 3 figures representing 1 squadron. Each artillery stand will contain 1 or more model guns with each model representing from 2 to 6 real guns. Each artillery stand will have 1 to 3 artillerymen figures.

All figures will be mounted in a single row. The recommended stand size per figure is:

UNIT TYPEFRONTAGEDEPTH
Infantry 3 rank3/8 inch1/2 inch
Infantry 2 rank1/2 inch1/2 inch
Cavalry3/4 inch1 1/4 inch
Artillery per gun3/8 inch1 1/2 inch
Command1 1/4 inch1 1/4 inch

Figures should be mounted on bass wood, metal, or heavy cardboard bases. It is recommended that a common white water soluble glue, such as often used in grade schools, be used to glue the figures to their stands.

The Army Lists have the suggested mounting for each country. The basing system is generally identical to the one used by Empire published by The Emperor's Press and From Valmy to Waterloo published by Clash of Arms Games.

EQUIPMENT

Players will need the following equipment to play:

    The troops!
    Red, Yellow, Blue, and Black pipe cleaners
    A 10 sided die
    Either counters or chips
    A tape measure
    Casualty Caps

TROOP RATINGS

Troops will be classified as infantry, artillery, or as cavalry. Each combat unit will be assigned a nationality, a starting size, a morale rating, and a skirmish rating.

Troops may also classified as untrained or impetuous. Untrained troops will move poorly in a line formation and impetuous troops will be harder to control in a charge.

Cavalry is classified as light, medium, or heavy. Cavalry will also be classified as to whether it is equipped with lances or wears a cuirass.

Artillery is rated by the size of projectile that it fires (6 pdr, 8 pdr, 12 pdr) and its mode of transport. Foot artillery has the gunners walk while horse artillery has mounts for its gunners.

ARMY ORGANIZATION

Most historical brigades contained from 2 to 6 battalions. Most historical divisions contained from 2 to 4 brigades.

If players do not wish to use historical units, or if a hypothetical battle is being fought, then it is recommended that each infantry brigade contain 3 or 4 battalions and that each infantry division contain 3 brigades. Each Cavalry brigade should contain 2 or 3 regiments and a cavalry division should contain 2 or 3 brigades. There should be about 1 artillery battery per brigade.

A small scenario may not have a corps commander present. In such a case choose an appropriate rating for the off board corps commander. The division commanders will always be considered to be within command range.

SEQUENCE OF PLAY

The game is composed of turns each of which has a defined sequence of events. Once a turn is completed then another turn is begun. The player whose Phase it is, is referred to as the Phasing Player and his units are the phasing units. The other player is the nonphasing player.

I. Initiative Phase Each player rolls 1D10 to determine who has the initiative.

II. Random Event Phase Each player checks for any random events.

Ill. First Player's Phase

    A. Order Segment The player will determine which division commanders are within the range of their corps or army commander. He will then die roll to determine how many Order Points each division commander will receive. Each division commander will then receive the proper number of Order Points which he will use to issue orders to combat units under his command. Mark any combat that units that are out of command.

    B. Action Segment

    1. Rally Subsegment Leaders may move and attach or detach. The player may issue Rally orders to routed combat units and they may attempt to rally. Any routed unit that does not rally must make a rout move.

    2. Movement Subsegment The player will issue orders to combat units. Units that are issued orders may move, charge, and change facing or formation. Leaders not yet moved may move and attach or detach. Charging units will declare their charge and the defenders their reaction. All charging and counter charging units are moved. Units that do not receive an order may only change facing, rally from a shaken status, or remove disorder.

    3.Defensive Fire and Firefight Subsegment All combat units belonging to the nonphasing player and those units which belong to the phasing player that did not move may now fire. All fire during this subsegment is considered to occur simultaneously.

4. Charge Test Subsegment Charging units that are not being countercharged must roll on the Charge Test Table. If they are successful then move them adjacent to their target. If they are not then they remain halted.

5. Offensive Fire Subsegment Combat units which belong to the phasing player that have not yet fired may now do so. Generally these will be units which just moved. Charging units which failed to close and melee may also fire.

6. Melee Subsegment Resolve all melees resulting from any charges.

7. Breakthrough Subsegment Conduct any breakthrough moves and melees by units which just won a melee. C. Order Removal Segment All order chits are now removed from the table. IV. Second Player's Phase As for the first player. V. End of Turn Phase Check for victory.

INITIATIVE PHASE

Each player rolls 1D10 and modifies his die roll by all appropriate modifiers. The player with the highest modified roll is the Initiative player. He may decide which player must move first. If the initial modified die roll is tied then the players must reroll using no modifiers. Players continue to reroll with no modifiers till one player rolls higher.

Each player modifies his initiative die roll by the rating of his senior ranking leader.

The player's staff rating will also modify the initiative die roll. Each country has a rating for its military staff.

If a player has surprise then his initiative die roll will be modified by the surprise modifier. The scenario will state if a player has surprise and for how many turns he will have it.

A player will apply the momentum modifier if he had initiative on the preceding turn.

INITIATIVE DIE ROLL MODIFIERS

Leader : Rating

    Excellent : +2
    Good : +1
    Average : +0
    Fair : -1
    Poor : -2

Staff : Rating

    Superb : +2
    Professional : +1
    Competent : +0
    Inefficient : -1
    Incompetent : - 2

Situation

    Surprise : +2
    Momentum : +1

RANDOM EVENT PHASE

This phase may be considered to be optional. Each player rolls ID10 to determine if he is subject to any random events. On a die roll of 1 or 2 the player experiences a random event. He must now roll 1D10 to determine the nature of the event.

RANDOM EVENT TABLE

    DIE ROLL : EVENT
    1 : Uncontrolled rout
    2 : Wrong turn
    3 : Traffic jam
    4 : Command confusion
    5 : Difficult terrain
    6 : Inflamed piles
    7 : Rain/Snow
    8 : Hidden ford
    9 : Command bonus
    10 : Rout halted

Difficult terrain Any units in woods or poor ground may not move or change formation this turn.

Uncontrolled rout For this turn, the player may not attempt to rally any routed units.

Traffic jam All reinforcements are delayed by 1 turn.

Wrong turn The next scheduled reinforcement is delayed for 4 turns.

Hidden ford The player may place a ford along any stream or minor river.

Inflamed piles The players most senior commander may not voluntarily move for this turn.

Rain/Snow All fire combat receives a -1 modifier for both players.

Command confusion All of the players divisional commanders receive two less Order Points this turn.

Command Bonus A side that has a staff rating of competent, professional, or superb receives three extra Order Points per division commander. Rout halted- All routed units recover to shaken status. They may not move this turn but they may fire.

ORDERS

Before a combat unit may perform most game activities it must have been issued an order. Each turn each player will receive a limited number of Order Points. These Points must be used on the turn that they are received or they will be lost. Order Points may not be accumulated from one turn to the next. All orders will only apply for the turn that they are issued.

All units may fire, attempt to opportunity charge, react to a charge, attempt to rally from shaken to good morale, or to remove disorder without requiring an order. Unengaged units may change facing without an order. No unit may move, charge, change formation or attempt to rally from rout status without an order. Commanders never need orders to move, attach, or to detach. See Commanders. Units that are entirely broken down into skirmish formation do not require orders.

A cavalry brigade commander may issue orders to any unit in his brigade and a division commander may issue orders to any unit in his division. The division commander may issue his orders himself or he may transfer his Order Points to his cavalry brigade commanders for the brigade commander's use.

Units that are not attached to a brigade or a division, such as corps level combat units, may be given orders by any commander in the proper chain of command. The following orders may be issued:

    Move This may be issued to any unengaged unit or units. The unit may move, change formation/facing, or attempt to charge. A single move order may be issued to more than one combat unit. A single order may not be issued to both infantry and cavalry units.

    Charge This may only be issued to an engaged unit. The unit will attempt to charge.

    Retreat This may only be issued to an engaged unit. The unit will attempt to disengage by moving out of engagement range.

    Change formation /facing This may only be issued to an engaged unit. The unit will attempt to change its formation and its facing.

    Advance This order may only be given to engaged units. The unit may not change its formation but it may change its facing and advance toward, but not charge, the enemy.

    Ral!y This may be issued to any unit. The unit will attempt to improve its morale from a routed status.

A commander may issue a single move order simultaneously to all of the units in his command that are not engaged and that are in his command range. This is the only time that an order may be issued to more than one unit. A single order may not be issued to both infantry and cavalry units. In all other cases a single order may only be issued to a single unit.

A move order may only be issued to one unit at a time if the unit is out of the commanders command range. A Charge, Retreat, Change formation/facing, Advance, or Rally order may only be issued to one unit at a time.

A single combat unit may be issued a double order if it is engaged. This will give the unit a +1 die roll modifier on the Order Activation Table. A double order is one of the listed orders but costs twice the usual number of Order Points.

Orders should be represented by chits (pieces of cardboard, etc.) Each division commander will have a number of chits equal to his number of Order Points placed beside him. These chits will then be distributed to combat units and cavalry brigade commanders as needed.

ORDERS. ORDER POINT TABLE

Each turn the Phasing player will roll 1D10 on the Order Point Table to determine how many Order Points each divisional commander will receive. ORDER POINT TABLE

    Die Roll No. Orders
    under 2 -1
    2,3,4 +0
    5,6,7 +1
    8,9 +2
    10+ +3

Corps Leader

    Excellent +2
    Good +1
    Average 0
    Fair -1
    Poor -2

Corps Leader: This is the die roll modifier that is applied based on the rating of the Corps leader.
No. This is determined for each side prior to the start of the battle. Each player will add up his total number of infantry battalions, cavalry regiments and artillery batteries. This total is divided by the number of the player's division commanders. The resulting number is divided by 3 for French and British armies. It will be divided by 4 for all other armies. If a side has mixed forces then the calculation should be performed separately for each nationality.
It costs 1 Order Point to issue an order to a unit in command range.

ORDERS. OUT OF COMMAND

A division commander that is out of the command range of his corps or army commander will receive #-1 Order Points.

It costs two Order Points for a commander to issue an order to a combat unit that is out of the commanders command range.

Only one Order Point may be transmitted to a cavalry brigade commander that is out of command range.

A move order may only be issued to one unit at a time if the unit is out of the commanders command range.

During the Phasing player's Order Segment, all combat units that are out of command should be marked with a black pipe cleaner.

ENGAGEMENT RANGE

Once combat units engage the enemy they become harder to command. This is represented by the use of an engagement range. All units within engagement range have special rules that apply to them.

A unit is considered to be engaged with the enemy when it begins the phase in Which it is a Phasing unit with a nonrouted enemy unit that is not in skirmish formation within 8 inches.

Units that are engaged with the enemy must each be issued a separate order. A single order may never apply to more than one engaged unit. Any order but a move order may be issued to engaged units.

Before an engaged unit may act upon an order it must die roll on the Order Activation Table to activate the order. A single combat unit may be issued a double order if it is engaged. This will give the unit a +1 die roll modifier on the Order Activation Table table.

An engaged unit may not make any movement, facing change, or formation change without an order. The only things that an engaged unit may do without an order is fire, react to a charge, attempt to rally from shaken morale to good morale, and remove disorder.

ORDER ACTIVATION TABLE

A unit that is engaged must roll 1D10 on the Order Activation Table before it can carry out an order. The unit activates the order if the modified die roll is qreater than the listed number. The quality of the country's officer staff is modified by the listed factors. If the unit fails to activate the order then it may not make any movement. It may, however, still fire or remove disorder. ORDER ACTIVATION TABLE

Staff Rating Die Roll
Superb 1
Professional 1
Competent 2
Inefficient 3
Incompetent 3

Die Roll Modifier
Excellent/Good +0
Fair/Poor -1
Shaken -2
Leader Attached +3/+2/+1
Double Orders +1
Old Guard/Superior +1

Shaken If the unit attempting to activate the order has a shaken morale status then apply this modifier.
Leader attached- Applies only if a leader is attached to the rolling unit.
Double Order- Applies if a double order was issued to the activating unit.

COMMANDERS

Commanders and their staff will be represented by one or more figures. Commanders may issue orders and attach to combat units. Commanders have no intrinsic combat value and may not fire or add to a melee, though they may provide die roll modifiers in a melee.

Cavalry brigade commanders may issue orders to combat units and attach to combat units.

Division commanders may distribute Order Points to cavalry brigade commanders, issue orders to combat units, and attach to combat units.

Corps commanders may attach to combat units and place division commanders under command so that they may receive Order Points each turn. Corps commanders may not issue orders.

Army commanders function the same as corps commanders do. They may, however, be used to place any division commander in command. Corps commanders do not need to be placed under command by army commanders.

All commanders may move, attach, or detach without an order. Orders are only issued to combat units.

COMMANDERS RATINGS

Army and corps commanders will have individual ratings. Cavalry brigade and division commander's ratings will determined by their nationality.

Corps and army commanders will be rated for overall leadership. The possible ratings are:

    Excellent +2
    Good +1
    Average +0
    Fair -1
    Poor -2

This rating will effect the initiative die roll and will effect the number of orders that each division commander will receive.

All commanders also have a tactical rating. This rating will effect the die rolls of any unit that they are attached to. The possible ratings are:

    Good +2
    Average +1
    Poor +0

COMMANDERS' COMMAND RANGE

A leaders command range is measured at the beginning of the player's phase before any movement is made.

Commanders have the following command ranges:

    COMMANDER RANGE
    Cavalry Brigade 6 inches
    Infantry Division 12 inches
    Cavalry Division 12 inches
    Corps/Army 18 inches

If any portion of a combat unit is within the commander's range and line of sight then it is considered to be in command. Neither friendly nor enemy units block line of sight for this purpose. Only terrain will block line of sight for command purposes.

COMMANDERS. ATTACHMENT

Commanders may attach themselves to combat units that are under their command. A commander may only attach himself to one combat unit at a time. The commander is placed adjacent to the combat unit and remains attached to it and moves with it until the player announces otherwise. A commander may only attach or detach from a unit while the player is the phasing player. A combat unit will receive modifiers if a commander is attached to it.

If a commander is attached to a unit that suffers any combat losses then one Must immediately roll 1D10 to determine if the commander is disabled. On a die roll of 1 the commander is disabled and is immediately removed from the game.

A disabled commander will be replaced on the following turn. He must be placed Within 2 inches of a unit under his command. A replacement commander may not issue any orders during his first turn and will be ranked one category worse in all attributes than the commander he replaced.

MOVEMENT, SEQUENCE

The Phasing player will generally be the only player to move units. The only movement that may be conducted by the nonphasing player is opportunity charges by cavalry and countercharges. Combat units and leaders are generally moved one at a time.

MOVEMENT, FOR WARD MOVEMENT

Each combat unit will have a facing. The front of the unit is the direction in which the miniature figures are facing. A line drawn along the front edge of the unit perpendicular to the direction in which the figures point, defines the front of the unit. Everything behind this line is the flank/rear of the unit.

The forward movement arc is a pie shaped wedge. The sides of the wedge angle out 22.5 degrees from the front of the unit.

To move a unit forward simply pick it up and move it forward such that it maintains the same facing and ends up in the pie shaped forward movement arc defined by its initial position.

MOVEMENT ABOUT FACE

A combat unit may make an about face at any time during its move. To do so simply face the unit in the opposite direction from which it is currently facing. An about face costs a unit 1/2 of its total movement allowance.

MOVEMENT FACING CHANGE

A unit may change its facing as part of its movement. Facing changes may be done at anytime during a units movement. As a unit changes its facing then its forward movement arc will change.

To perform a facing change, rotate the unit about one of its forward corners so that one corner remains stationary. Measure the amount of ground covered by the moving forward corner.

A unit that makes no movement may also make a facing change. In such a case simply face the unit in any desired direction. To do so rotate the unit about its center.

MOVEMENT OBLIQUE and RETROGRADE

Infantry may move in a direction out of its forward movement arc. Move the unit in the desired direction while maintaining its current facing. Each inch moved will count as double.

MOVEMENT. CAVALRY

In general cavalry will move the same as infantry. As it is generally impossible to ride a horse in formation in any direction but forward, cavalry may only move into its frontal movement arc. It may never make oblique or retrograde moves. It may about face.

MOVEMENT ARTILLERY

Artillery may be limbered or unlimbered. Unlimbered artillery is deployed and ready to fire. Limbered artillery is ready to move and is unable to fire.

Unlimbered artillery has a facing which is the same as infantry and cavalry. When unlimbered artillery wishes to move it must be moved by hand by the gunners. This is called a prolong move and is very slow.

Limbered artillery has no facing and hence movement in any direction is counted as forward movement. Limbered artillery is moved by horses.

It costs artillery 1/2 of its movement to either limber or unlimber. Hence an artillery unit may either limber and move or it may unlimber and prolong. A unit may not limber, move, and unlimber all in the same turn.

MOVEMENT COMMANDERS

Commanders may move up to 20 inches per turn. An unattached commander may not voluntarily approach to with 3 inches of an enemy unit. An unattached commander will automatically immediately retreat from an advancing enemy unit so as to stay 3 inches away from the enemy unit.

MOVEMENT FORMATIONS

Infantry may be in column, line, square, or skirmish formation. Cavalry may be in column, line, or skirmish formation. Artillery may be limbered or unlimbered.

Any formation that is 3 stands wide moves as a line. Any formation that is 2 or more stands deep takes fire as a column.

A line should generally be perfectly straight. It may only curve to conform to a terrain feature such as a wall or sunken road.

A square is a formation with the stands facing in all four directions. A square does not have a facing and has no flank.

A company column is 1 stand wide. An attack column is 2 stands wide. Only French and French allied infantry units may use an attack column. All cavalry units may use an attack column.

A unit in skirmish order is placed with its stands not touching. It will have a frontage of 1 to 2 inches per infantry figure and 2 to 3 inches per cavalry figure. Units in skirmish formation have no facing and may move in any direction with no penalty.

Limbered artillery may be placed in any arrangement so long as all of the stands of the battery are touching another stand of the battery. Unlimbered artillery is placed in a line with all of the stands facing in the same direction.

Except for skirmish formations and routed units, all of the stands of a unit must be in contact with another stand of the unit.

Routed units have their stands placed randomly in close proximity to one another. Routed units have no facing.

MOVEMENT FORMATION CHANGES

It costs French infantry (& some French allies) 1/4 of its movement to change formation. All other infantry pays 1/2 of its movement to change formation. It costs all cavalry 1/4 of its movement to change formation.

When a unit changes its formation it must maintain the same facing.

MOVEMENT RATES

When moving across clear terrain combat units will move at the following movement rates:

MOVEMENT TABLE
TROOP TYPELINECOMPANY
COLUMN
ATTACK
COLUMN
SKIRMISHSQUARE
Infantry4"8"6"12"2"
Light Cavalry9"18"14"18"-
Other Cavalry8"16"12"18"-

Foot Artillery: 6" Limbered, 2" Prolong
Horse Artillery: 10" Limbered, 2" Prolong

Some units, generally militia, will be classified as untrained. Untrained infantry units that move over 2" when in a line formation will become disordered. Any square that moves becomes disordered.

MOVEMENT: TERRAIN EFFECTS

Terrain has the following effects on movement rates:
TERRAIN TYPE : MOVEMENT EFFECT
Poor Ground : Formed units move at 1/2 speed
Light Woods : Formed units move at 1/2 speed
Medium Woods : Formed units move at 1/2 speed
Heavy Woods : Formed units may not enter
Up a Contour : Costs infantry 1", cavalry and artillery 2"
Down a Contour : Costs cavalry and artillery 1"
Streams and Ditches : Cost infantry 1", cavalry and artillery 2"
Rivers : May not be entered
Bridges : Must be crossed in company column or skirmish
Stone Walls and Redoubts : Cost infantry 3", cavalry 6", artillery may not cross
Wooden Fences : Costs all formed units 1"
Hedges : Costs all formed units 1"

Formed units are all artillery, infantry, and cavalry units that are not routed and are not in skirmish formation. Any unit that changes formation while in poor ground or in any form of woods becomes disordered.

MOVEMENT OPERATIONAL

Whenever a combat unit begins and ends its movement out of engagement range it may use Operational Movement. A unit using Operational Movement will move at double its normal rate. Units doing so may not charge, fire, or change formation.

MOVEMENT INTERPENETRATION

A combat unit may never move through an enemy combat unit. Enemy leaders and enemy skirmishers will automatically retreat before an advancing formed enemy combat unit. Commanders will automatically retreat so as to stay at least 3 inches away from all enemy units. Skirmishers will retreat so as to stay 2 inches away from an approaching enemy infantry unit that is not itself in skirmish formation. Skirmishers may be caught by approaching enemy cavalry. See the section labeled Skirmishers for further details.

Units in skirmish formation may move through and may be moved through by other friendly units with no penalty. Any unit may move through friendly artillery with no penalty. Friendly leaders may be ignored during movement.

A friendly column or square may move through a friendly combat unit in line and vice versa. The moving unit will become disordered at the completion of its movement and may not declare a charge for this turn. The unit that is moved through will become disordered if it moves this turn.

A column or square may never move through another column or square.

If there is an overlap of 1 full figure then a unit is considered to have interpenetrated the other unit.

MOVEMENT CHARGES

Whenever a combat unit declares a charge then it receives a movement bonus. Infantry will receive a charge bonus of 3 inches and cavalry will receive a charge bonus of 8 inches. In order to receive the charge bonus a unit must have declared a charge. A charge may only be declared by a unit that has either a Charge or a Move order.

A charging unit may change its facing and formation prior to making any charge movement. The unit must then complete its charge movement in a straight line until it contacts an enemy unit or exhausts its movement allowance. The charge movement must be a straight line that is somewhere in the units front movement arc. The movement must be performed so that the center of the charging unit will contact somewhere on the target of the charge. See the section labeled Charges for further details.

A combat unit may not approach to within 2 inches of an enemy unit unless it has charged.

MOVEMENT ROUTS

Each turn that a routed unit does not rally it will move toward its baseline. Routed units will move 12 inches per turn.

A routed unit will move in, as nearly as possible, a straight line toward its baseline. Except for terrain that is impassable, it will not deviate for terrain. On the first turn of its rout it will fall back in a straight line directly away from the enemy for 6 inches. During this initial rout move it will not try to avoid friendly units. After the initial 6 inches of movement and on any turn after the first rout move, it may try to avoid friendly units. There must be a space of at least 1 inch available for a routed unit to move through or it will interpenetrate friendly units. Routing units are considered to have a frontage of 1 inch. A routed unit will attempt to remain at least 6 inches away from all enemy units.

Friendly units that are interpenetrated by a routing unit may not move and will automatically become shaken and disordered.

A routed unit that rallies will make no movement on the turn that it rallies. A rallied unit may be immediately placed in any formation other than skirmish.

Routed units that do not rally will continue moving till they exit the tabletop. Once they have left the tabletop then they may not return.

All unlimbered artillery units will abandon their guns when they rout. The guns will remain in place and may be remanned if the routed unit should rally.

DISORDER

A combat unit will become disordered if any of the following occurs:

    An infantry square moves
    An untrained infantry unit moves more than 2 inches in a line formation
    Changes formation while in poor ground or any type of woods
    Moves through another formed unit
    A unit moves after being moved through by another formed unit
    A unit is moved through by a routed unit
    Fails a Reaction Test
    Fails a Charge Test
    Loses a melee
    Any cavalry unit that charges

A disordered unit may not charge, countercharge, roll on the Reaction Table, or change formation. A disordered unit will receive a die roll modifier of -1 when firing.

To remove a disorder a unit must sit stationary for 1/2 of its move. It may then immediately remove the disorder and expend its remaining movement. Any unit that does not move, such as a unit that had no orders, may remove a disorder. A unit that is completely broken down into skirmish formation will not suffer disorder.

Mark a disordered unit with a blue pipe cleaner.

FIRE COMBAT SEQUENCE

During the Defensive Fire and Firefight Subsegment all nonphasing units and phasing units that did not move may fire. Combat units whose only movement was to change facing do not count as moving and may fire during this phase. Units that changed formation count as moving and may not fire during this phase. All fire during this subsegment is considered to occur simultaneously.

During the Offensive Fire Subsegment combat units which belong to the phasing player that have not yet fired may now do so. Generally these will be units which have just moved.

If possible, all of the fire on a single target should be added together for a single die roll.

FIRE COMBAT MUSKETRY

Only infantry may conduct musketry. Cavalry and artillery may not conduct musketry. Only the front rank of figures in a formation may ever fire. Units may fire without an order.

Musketry range is 3 inches. Units armed solely with rifles have a range of 5 inches. A unit has a musketry arc that extends out 45 degrees from its front toward its flanks. It is possible that only some of the figures in a unit will be able to fire at a target. If it is not possible for all of the figures in a unit to fire on the same target then they may split their fire on to more than one target.

To conduct musketry total up the fire points of all figures firing on the target. The fire points per infantry figure are:

    British Infantry 3 points;
    Other Infantry 2 points;
    British Infantry with enfilade 4 points
    Other Infantry with enfilade 3 points

A figure will count as having enfilade on a target if it is firing on the targets flank/rear. To fire on a target's flank the firer must be located behind the front of the ta rg et. Total up all of the fire points firing on a target. Roll 1D10, apply any die roll modifiers, and consult the Fire Combat Table. Cross index the proper number of fire points and the modified die roll to determine the number of hits that are scored.

FIRE COMBAT TABLE
Fire
Pts
No. of Hits
01234
1-51-89-1010+----
6-101-56-91010+-
11-151-45-89-1010+-
16-201-45-67-91010+
21-251-34-56-91010+
26-301-23-56-78-910+
31-3512-45-67-910+
36-40under 11-34-67-89-10+
41-45under 01-23-56-78-10+
46-50under 001-45-78-10+

DIE ROLL MODIFIERS

    Target is:
    In Cover
    Light -1
    Medium -2
    Heavy -3
    Unlim Art -2
    Skirmishers -3
    Column/Square +1
    Moving -1
    Town -1
    Organic Skirmishers -1

Firer is:

    Old Guard\Superior\Excellent +1
    Good +0
    Fair\Poor -1
    Russian\Turkish -1
    Shaken -1
    Moving -1
    Disordered -1
    Artillery Screened -1
    Artillery in DOB +2
    Point Blank +2

In Cover- To receive the cover modifier at least 1/2 of the unit must be in cover.
Unlim Art- Applies to unlimbered artillery.
Moving- If a unit only changed facing then it does not count as moving.
Artillery Screened- Applies to firing artillery if enemy skirmishers are within musket (3") or rifle (5") range.
Artillery in DOB- Artillery firing in defense of the battery. This applies only when an artillery unit is firing on a unit that is charging it.
Town- Applies to any unit in a town. Cover modifiers will also apply.
Organic skirmishers- An infantry unit that has organic skirmishers or a skirmish ability receives this modifier when it is fired on by enemy skirmishers.
Point Blank- Applies to an infantry unit that is the target of a charge and has passed its reaction test to fire at point blank range.

For each hit scored one figure is killed. Place a casualty cap on a figure to represent the hit.

FIRE COMBAT ARTILLERY

Only unlimbered artillery may conduct artillery fire. Artillery has a fire arc of 30 degrees. Units may conduct artillery fire without an order. Remember that each model cannon represents two to six guns. The fire points per gun are:

Gun SizeRange
SizeCannisterEffectiveLong
Under 12 pdr532
12 pdr421
8-9 pdr321
6 pdr310
Under 6 pdr210

Cannister range = 6"
Effective range = 16"
Long range = 30"

To conduct artillery fire total up the fire points of all guns firing on the target. Apply any appropriate die roll modifiers and roll 1D10 on the Fire Combat Table. Musketry and artillery may be combined into one die roll.

Artillery fire will have bounce through. Any unit that is located directly behind and within 5 inches of the rear most stand of the target combat unit is subject to bounce through fire. Draw a line from the center of the firing unit through the center of the target unit. Any unit within 5 inches behind the target unit and within 1 inch of the line will suffer bounce through fire.

To determine casualties inflicted by bounce through fire use the same die roll (do not roll again) and the same modifiers but only one half of the fire points. Apply any casualties to each unit receiving the bounce through fire.

FIRE COMBAT OPPORTUNITY FIRE

Nonphasing firing units may fire on a moving unit at any point during its move. The moving unit will complete its move and the firer simply designates at what point during its move it chooses to fire. Do not apply bounce through fire when performing opportunity fire.

FIRE VISIBILITY

To be a target for musketry or artillery fire the firing unit must have a clear line of fire to the target. For a unit to be a legitimate target at least 2 of its figures must be in range and line of sight. Both friendly and enemy units may block the line of fire. An open firing lane between the firing unit and its target that is at least 2 inches wide that is free of all units and obstructions is required.

CHARGES SEQUENCE

A charge may be declared as part of a Move order, with a Charge Order, or as an opportunity charge.

When an infantry unit declares a charge it does so before it makes any movement, formation, or facing changes. It must announce the target of its charge at the time that the charge is declared. It may only declare a charge against an enemy unit that is in its forward movement arc. The target of the charge will then announce its reaction.

When a cavalry unit declares a charge then it does so before it makes any movement, formation, or facing changes. It will not immediately declare a target. It may, however, only declare a charge against an enemy unit that is in its forward movement arc. The defender then announces any formation or facing changes by any potential targets of the charge. Next the charging unit declares the target of its charge. Finally the defender must attempt any formation or facing changes that he announced.

Once the defender has completed any formation or facing changes then the charging unit will be moved. The charger may change its facing and formation prior to making any movement. If the defender countercharged then the movement of the units are prorated and they are moved into contact.

If the defender choose to stand then the charging unit is moved till it is 2 inches away from the defender and movement is then halted. During the Defensive Fire and Firefight Subsegment the charging unit will receive any premelee fire. A charging unit may also be subject to fire from units other than the target of the charge.

After all defensive fire is completed the charging unit will take a Charge Test during the Charge Test Subsegment. If it passes then it is moved into contact with its target. If it fails then it is disordered and makes no further movement. It may still fire during the Offensive Fire Subsegment.

Infantry may never charge or countercharge cavalry. Artillery and skirmishers may never charge.

The general sequence of play when conducting a charge is:

    1. Declare Charge- Movement Subsegment
    2. Defenders Announce Reaction- Movement Subsegment
    3. Declare Target of Charge- Movement Subsegment
    4. Defender Reacts- Movement Subsegment
    5. Charge Movement- Movement Subsegment
    6. Premelee Fire- Defensive Fire and Firefight Subsegment
    7. Charge Test- Charge Test Subsegment
    8. Melee- Melee Subsegment
    8. Breakthrough- Breakthrough Subsegment

CHARGES. DEFENDERS REACTION

The target of the charge may choose one of the following actions:

    Stand
    Countercharge
    Flee

If the charged unit chooses to stand then it may attempt to change facing or formation. To do so it must pass a Reaction Test. A unit that stands will fire at the charger before he takes a Charge Test and before contact is made. The defender will fire at a range of 2 inches. If the defender choose to stand and did not take a Reaction Test to change its facing or formation then it must take a Reaction Test to fire at point blank range.

If the defender chooses to countercharge then both the charging unit and the countercharging unit immediately move. Their movement is prorated. No charge test is taken by either unit as a melee will automatically result.

A unit may choose to flee. When an infantry or cavalry unit does so it immediately falls to rout status and immediately flees one rout move. It is possible that a fleeing unit may be caught by the charging unit. The charging unit will automatically complete its charge and take the ground which was formerly occupied by the fleeing unit. If the charging unit wishes then it may continue its charge till it contacts an enemy unit or till it runs out of movement. Movement will continue in a straight line in the units forward movement arc. Any such defending unit contacted will be taken by surprise and may only choose to stand. It may not change facing or formation. It may, however, perform premelee fire and roll on the Reaction Table for point blank fire.

An artillery unit that chooses to flee will not rout. If limbered then it may move a full move away from the charger. If unlimbered then the artillerists may join any infantry unit that is within 6 inches. They will abandon their guns and may rejoin their guns on a subsequent move. They may not fire the guns on the same turn that they rejoin them.

CHARGES. CHARGE TESTS

If the target of a charge has chosen to stand then the charger must take a Charge Test. If the target of the charge chose to flee or to countercharge then no Charge Test is necessary. Roll 1D10 on the Charge Test Table. If the modified die roll is greater than the number listed in the die roll column then the charging unit closes with the enemy. If the modified die roll is equal or less than the number listed then the charging must halt 2 inches away from its target and becomes disordered. Halted infantry may fire during the Offensive Fire Subsegment.

CHARGE TEST TABLE
Troop
Rating
Die
Roll
Old Guard1
Superior2
Excellent3
Good4
Fair5
Poor6

Die Modifiers

    Shaken -2
    Skirmish Screen +1
    Cavalry +4
    Leader +2/+1/+0
    vs Flank +5
    Each hit -1
    vs Routed
    vs Artillery -1
    Organic Skirmishers +1
    vs Cover - 1+5
    Impetuous +1

Each hit -1. This refers to each hit suffered by the charging unit this turn. Any hits suffered on a previous turn do not count.
Organic Skirmishers: Any infantry unit with organic skirmishers or with a skirmish ability receives this modifier when charging.
Skirmish Screen: Any unit that charges through a friendly skirmish screen during the last 3 inches of its movement receives this modifier.
A unit may not receive both the Organic Skirmishers and the Skirmish Screen modifiers.

CHARGES. OPPORTUNITY CHARGES

Cavalry units may conduct opportunity charges. An opportunity charge may only be conducted by the nonphasing player. Disordered units may not conduct opportunity charges.

To conduct an opportunity charge an enemy unit must make some form of movement while within 8 inches of the charging unit and while in its forward movement arc. A facing change and a formation change count as movement for this purpose.

The opportunity charging unit announces its charge and the moving unit must immediately stop its movement. It may complete a formation change but not a facing change. The opportunity charging unit must pass a Reaction Test before it may charge. If it fails the Reaction Test it is disordered and the moving unit continues with its movement. If it passes the Reaction Test then it conducts a charge.

The charged unit may stand, flee, or countercharge. It may only countercharge if the opponent is in its forward movement arc.

If it chooses to stand then it must pass a Reaction Test before it can change facing or formation. It may change facing or formation, but not both.

An opportunity charging unit has a total movement of 8 inches.

REACTION TEST

Units must take a Reaction Test when attempting any of the following:

    Performing an opportunity charge
    Changing facing or formation in response to a charge
    Attempting to fire at a charger at point blank range

If a unit is reacting to a charge then it may change facing or formation, but not both. It must pass a Reaction Test to do so.

An infantry unit that chooses to stand before a charge and that does not attempt to change its facing or formation must roll on the Reaction Test Table to fire at point blank range. If it passes then it will receive a +2 die roll modifier to its fire.

Roll 1D10 on the Reaction Test Table. If the modified die roll is greater than the number listed under the Die Roll column then the unit is successful in performing its action. Any unit that fails a reaction Test immediately becomes disordered.

REACTION TEST TABLE

Troop Rating : Die Roll
Old Guard : 1
Superior : 2
Excellent : 3
Good : 4
Fair : 5
Poor : 6

Die Roll Modifiers
Charged at over 12" +3
Infantry Column +1
French infantry +1
Shaken -2
Leader attached +2/+1/+0
Reacting to Cavalry -4
Reacting to Infantry +1
Charged at under 6" -2

All of the listed die roll modifiers, except for Shaken and Leader attached apply only to units that are attempting to change facing or formation in response to a charge.

A disordered unit may not take a Reaction test. It must either flee from a charge or stand without changing its facing or formation or attempting point blank fire.

MELEE COMBAT

Melee combat occurs when a combat unit successfully charges an enemy unit. The stands of the meleeing units are placed in contact with each other. Both sides will determine the modified melee value of their unit involved in the combat. Take the base melee value of the unit and apply any relevant modifers. Both sides will then roll 1D10 and add this to the modified melee value of their unit. The player with the greater total is the winner.

Troop Rating : Base Value
Old Guard : 20
Superior : 17
Excellent : 15
Good : 13
Fair : 10
Poor : 8

Melee Modifiers:
Mass 1.5 to 1 +2
Mass 2.0 to 1 +3
Mass 3.0 to 1 +5
Mass 4.0 to 1 +6
Light Cover+2
Medium Cover +4
Heavy Cover +6
Sappers vs cover +2
vs Flank +12
Uphill +1
vs Routed +12
Artillery -4
Shaken -2
Overlap +2
Leader attached +2/+1/+0

Cavalry vs Infantry
Charging +5
Lancers +3
Cuirassier +2 vs Square -9
vs Hasty Square -5

Cavalry vs Cavalry
Charging +5
Heavier +2

Infantry vs Infantry
Charging +2
Square +6

Mass- Total the number of figures on both sides. The side with the most figures receives a mass modifier. Does not apply in cavalry vs infantry melees.
Vs Flank- If the attacking unit contacts the target on its flank or rear then this modifier will apply.
Cover- Applies only to the defender if he stood and did not countercharge or flee.
Uphill- Applies to the defending unit if it began the phase on a higher elevation & choose to stand.
Cavalry vs Cavalry, Heavier- If a unit is heavier than its opponent then apply this modifier.
Cavalry vs Cavalry, Overlap- If one side has a frontage that is 3 or more figures greater than the other then apply this modifier.
Infantry vs Infantry, Square- If the opponent is in square then apply this modifier.
Cavalry vs Infantry, Hasty Square- A hasty square is a square that has been formed after passing a Reaction Test in response to a charge. It will become a regular square at the end of the turn.

Subtract the higher total from the lower total. Consult the melee table to determine the effects on the fighting units.

MELEE TABLE

Die Roll Difference : Combat Result
over 7 : Loser suffers 2 casualties and routs. Winner advances and may breakthrough.
4 to 7 : Loser suffers 2 casualties, becomes shaken, falls back 6", and is disordered. Winner advances and is disordered.
2 to 3 : Loser suffers 1 casualty, becomes shaken, falls back 3", and is disordered. Winner advances, suffers 1 casualty, is shaken and disordered.
0 to 1 : Both sides become disordered, suffer 1 casualty, and roll again without any Charging, Cover, uphill, or Sapper modifiers

A unit that is already shaken and then suffers a shaken result does not rout. It remains shaken. Impetuous units must always breakthrough.

MELEE COMBAT. BREAKING A SQUARE
To break an infantry square a cavalry unit must win the melee by a modified die roll difference of 4 or more. If a square is broken then the infantry routs and suffers 4 casualties.
A modified die roll difference of 2 or 3 that is in favor of the cavalry is treated the same as a difference of 0 or 1.

MELEE COMBAT MULTIPLE UNITS

An attacking combat unit must direct its attack against a single defender. In each combat there will always be only one defending combat unit. If the attacking unit overlaps onto another defending unit then that overlapped defender will not be effected by the combat. The figures that are overlapped may be included by the defender when determining mass. They will not effect any other combat modifiers.

More than one attacking unit may take part in a combat. When this occurs and the attackers are infantry then the attacking player must pick one unit as the primary attacker. All of the combat modifiers, except for mass, will be determined by the primary attacker. Any other attacking units will only effect the mass modifier. All attackers will be effected by the combat result. At least 1/2 of any casualties must be taken from the primary attacker.

If multiple cavalry units attack a cavalry unit then the combat is handled the same as for multiple infantry units attacking an infantry unit. If multiple cavalry units attack an infantry or artillery unit then each unit will attack separately. The attacker will decide the order in which the units attack. If the infantry unit is routed then any remaining attackers may automatically breakthrough.

An infantry unit may never charge a unit that is also being charged by cavalry.

MELEE COMBAT. ATTACHED ARTILLERY

During the phasing player's turn he may attach an artillery unit to an infantry unit. The infantry unit may be in any formation but skirmish. The artillery unit must end its movement unlimbered and touching the infantry unit. A limbered artillery unit may never be attached to an infantry unit.

The attached artillery unit may be placed in front of the infantry unit or on either of its flanks.

The attached artillery unit is considered to be part of the infantry unit. Whenever either unit takes a morale test then both units must take a morale test. They will test morale separately, but if either unit routs then they will both rout.

When a melee occurs then the attacker must melee the infantry unit. He may not choose to melee the artillery unit. If the attacker contacts the artillery unit then the artillerist are considered to have taken refuge with the infantry unit and the melee will be fought with the infantry unit. The results of the melee will be applied to both the infantry and the artillery unit. Any casualties must be taken from the infantry unit.

The attached artillery may be detached during the player's phase. Simply announce that it is detached and shift the stands slightly so that they are no longer touching the infantry. An order is not required to detach or attach units.

An artillery unit may only be attached to one infantry unit at a time.

BREAKTHROUGHS

If an attacker is eligible for a breakthrough then it may attack any enemy unit located in its forward movement arc and within its charge bonus distance, which is 3 inches for infantry and 8 inches for cavalry.

If there is no unit to attack then it may advance up to its charge bonus.

Impetuous units must make any possible breakthrough attacks and breakthrough movement. The breakthrough movement is doubled for impetuous units to 6 inches for infantry and 16 inches for cavalry units.

If an impetuous unit charges off of the tabletop then it will not return to the battle. All other units will stop before they charge off of the tabletop.

BLOWN CAVALRY

After participating in a charge horses will generally be exhausted. To represent this, any cavalry unit that takes part in a charge becomes disordered at the end of all breakthrough attacks.

TERRAIN

Cover is classified as light, medium, or heavy. Players should agree on the cover ratings of various terrain features prior to the start of the battle. The following ratings are suggested:

    Light- All woods and hedges
    Medium- Most buildings and stone walls
    Heavy- Most field fortifications

A unit will receive the cover modifier if it is at least 50% in the cover.

Cavalry may never enter towns, medium, or heavy woods. Cavalry may charge into the first inch of light woods at no penalty. Should they charge farther than 1 inch, either into or out of light woods, then they will immediately be disordered and they will not receive the charge modifier in any melee.

An attacker may charge a target in cover and the target will receive the cover modifier in the melee. There will be no other penalty to the charger. If the attacker crosses a terrain obstacle during the last 3 inches of its charge movement then he will not receive the charge modifier in any melee. Possible terrain obstacles includes walls, ditches, and streams.

MORALE RATING and MORALE STATES

All combat units will have a morale rating. This rating is fixed and does not change during the course of a game. The possible morale ratings will be assigned as follows:

    Old Guard- French Old Guard
    Superior- All other guard units
    Excellent- Grenadiers of most nationalities
    Good- Veteran line troops of most countries
    Fair- Nonveteran troops of most countries.
    Poor- Militia

All combat units will also have a morale state. The unit's morale state is not fixed and may change during the course of a game. The possible morale states are:

    Good- No effects.
    Shaken- Will receive adverse die roll modifiers.
    Routed- May not fire or charge. Must make a rout move each turn.

A colored marker such as a pipe cleaner should be placed on the unit to indicate its morale state.

Suggested markers are:

    Good morale-No Marker
    Shaken Morale-Yellow Marker
    Routed-Red Marker

MORALE TESTS and RALLYING

A combat unit's morale must be checked whenever one of the following circumstances occurs:

    The unit suffers a loss due to fire combat
    A friendly routed unit is within or moves within 6 inches
    A division, corps, or army commander is disabled
    The unit attempts to rally

Morale checks are not made for losses suffered during a melee. A morale check is only made a maximum of once each player's turn for each of the above reasons.

Routed units need not check morale for any of the above reasons. Routed units will only check morale when they are attempting to rally. A unit may attempt to rally from rout whenever it has been given a rally order. If successful then the unit will improve by one morale state, from routed to shaken. It should then be placed in any desired formation other than skirmish. Any turn that a routed unit fails to rally then it will then make a rout move. A unit may attempt to rally from shaken status without an order.

Whenever a morale check is required then it will be performed immediately. The player will roll 1D10 for each combat unit making a check and consult the Morale Table. If the modified die roll is greater than the number listed on the table then the unit will pass its morale check.

Units passing their Morale Test will increase their morale state by one level if they were attempting to rally. If they fail the test then there is no penalty. Units which fail their Morale Test because they were forced to take one will have their morale state drop by one level. Any unit that falls to rout status will immediately move one rout move.

MORALE TABLE

Morale : Die Roll
Old Guard : -1
Superior : 0
Excellent : 1
Good : 2
Fair : 3
Poor : 4

Die Roll Modifiers
Heavy Cover +2
Medium Cover +2
Light Cover +1
Leader Attached +2, +1,+0
Cannister -1
Routed -3
Shaken -1
Flanked -4

Casualties
20% -2
33% -4
50% -6

Shaken\Routed- The units current morale state will modify the die roll. Only one of these modifiers will apply at a time. Flanked- This modifier will apply if the unit has just taken fire from its flank or rear. Cover- If at least 50% of the combat unit is in cover then one of these modifiers will apply. CanisterThis will apply if the unit has just been fired on by artillery in canister range. Casualties- Calculate the percentage of losses the unit has suffered based on its starting strength. Apply one modifier.

Artillery units total together both guns and crew. Leader Attached- A leader attached to the combat unit will apply his modifier.

VISIBILITY

Line of sight must be established by a combat unit to a target unit before it may be fired upon or charged. All units have a line of sight that extends in all 360 degrees. The maximum line of sight under ideal conditions is 30 inches.

For a unit to be visible at least 2 figures must be visible. Line of sight is blocked by any friendly and enemy troops that are not in skirmish formation. Line of sight is also blocked by terrain features such as woods, buildings, and hills. Terrain features that block line of sight (at least those that are not obvious) should be defined by the players prior to the beginning of a scenario.

Woods may be seen into to a depth of one inch.

It is possible to see over troops if on a higher elevation or if the unit one is spotting is on a higher elevation. To see over troops they must be at least 4 inches away from both the spotter and the spotted unit. This means that it will be possible for artillery to fire over units if the artillery or its target is on a higher elevation.

SKIRMISHERS

Some infantry and cavalry units are allowed to skirmish. These units may have all or only a portion of their figures skirmish. The troop lists state which units may skirmish and which may not.

Some infantry units will be listed as having Organic Skirmishers. Each such unit will be able to detach a certain number of figures to skirmish. Prior to the beginning of a battle these organic skirmishers may be taken out of their parent battalions and converged into skirmish battalions. Once they have been reorganized in this fashion then they must remain so for the entire battle.

Units in skirmish formation have their stands spaced out so that infantry occupy 1 to 2 inches per figure and cavalry occupy 2 to 4 inches per figure. Skirmish units have no facing and no flanks.

Skirmishers may not be deployed between opposing formed units that are within 3 inches of each other. If they begin a turn deployed between opposing formed units that are within musket range of each other then they must be withdrawn.

Units in skirmish formation never require orders.

SKIRMISHERS. MOVEMENT

It costs a unit all of it's move to break down into skirmish formation. The cost of the formation change includes the movement necessary to properly space out the castings into skirmish formation. Either all or only a portion of a unit may break down into skirmish formation.

Skirmishers will move through all passable terrain as if it were clear terrain. They may move through friendly units and be moved through at no penalty.

Skirmishers may not charge and will automatically retreat before any advancing formed units. They will be moved so as to always stay two inches away from advancing formed combat units. Advancing formed cavalry will force skirmishers back until the skirmishers have moved their full movement (12 inches for infantry and 18 inches for cavalry.) If the cavalry continues to advance then the skirmishers will immediately rout and lose 1 figure for every two advancing cavalry figures.

SKIRMISHERS. COMBAT

Infantry skirmishers will fire as normal infantry. They may not, however, fire at other skirmishers. Skirmishers will only conduct melee combat with other skirmishers. No charge test is conducted. Simply move the skirmishers into contact with the opposing skirmishers. Neither side will receive a die roll modifier for charging. All skirmishers within three inches of an enemy skirmisher will be included in the battle.

Cavalry skirmishers may fire the same as infantry skirmishers. This is the only time that cavalry may fire.

SKIRMISHERS, SCREENS

Skirmishers do not block visibility. Artillery may fire through skirmishers at a target behind them. The firer completely ignores the skirmishers. The subject of the fire may take the first hit caused by the artillery from the skirmishers. Infantry and skirmishers may not fire through skirmishers.

If enemy skirmishers are within musket (3") or rifle (5") range of artillery then the artillery suffers a 1 "screened" modifier whenever it fires.

Infantry units that charge through a friendly screen of skirmishers during the last 3 inches of its charge movement are considered to be partially screened from hostile fire during the charge. They will receive a +1 die roll modifier (skirmish screen) when rolling on the Charge Test Table.

SKIRMISHERS. ORGANIC SKIRMISHERS

Infantry units with organic skirmishers, or with a skirmish ability, receive favorable die roll modifiers when fired at by enemy skirmishers (-1) and when conducting a charge (+1). The organic skirmishers are handled abstractly and are assumed to be deployed at the appropriate moment. No figures are actually detached from the battalion and moved separately.

Combat units that have had their organic skirmishers removed prior to the battle and converged into skirmish battalions do not count as having organic skirmishers.

CAVALRY BATTLE GROUPS

Cavalry regiments were frequently broken down and used as squadrons. If players wish, then they may agree to allow cavalry to operate in battle groups.

Each battle group must have at least 4 figures when it is formed. Battle groups will function independently of each other. They will check morale separately, receive separate orders, and keep separate track of any casualties that are suffered.

TOWNS BLOCKS

Combat and movement in built up areas follows special rules. Towns will be divided up into town blocks. Blocks may be purchased or they may be made out of felt or wood. It is suggested that no block be smaller than 2 X 2 inches nor larger than 6 X 6 inches. Each block will contain multiple structures. This should be represented by placing a building on each block. Blocks of the same town should be placed next to each other. They may be separated by a road, stream, or river.

The size of the town block will determine how many combat units that it may hold.

SIZE (Sq inches) : No. OF UNITS
4 to 6 : 1
6.1 to 16 : 2
16.1 to 26 : 3
26.1 to 36 : 4

TOWNS: MOVEMENT

Cavalry may never enter a town block. Infantry or artillery expends 1/2 of its movement to either enter or exit a town block. Units that occupy a block have no formation. Units that exit a block may be placed in any formation. Artillery in a town block is always assumed to be unlimbered.

Combat units may move directly from one town block to an adjacent town block. It consumes all of their movement to do so.

TOWNS. FIRE COMBAT

Combat units may fire into a town block. In addition to the cover modifier they will also apply the town modifier. When firing at a town block the block is the target, not a specific unit. Casualties will be distributed by the defender as evenly as possible amongst all units in the town block.

Combat units in a town block may fire out of the town block normally. Up to 1 figure per inch may fire out of each side.

TOWNS. MELEE COMBAT

Combat units may charge defenders in a town block. A charging unit must target only one defender in the town block. The defender may choose which combat unit will defend. All other defending units in the town block will be counted toward the defender's mass, but they will not be effected by the combat.

If multiple combat units charge a town block then the defender will still choose which units will defend. A targeted defender may not add its mass into any other combat.

A charged combat unit that is in a town block must choose to stand. It may not choose countercharge or flee. Combat units in a town block may not charge out of the block. They must first exit the block and be placed into a formation. On a subsequent turn they may then charge normally.

If the defender losses the melee die roll by a difference of 4 or greater in favor of the attacker then the defender will be forced to leave the town block. He may be placed in any formation desired with any desired facing at the appropriate distance from the block.

A winning charger will always enter a town block. A breakthrough may never be conducted by a winner in a town block.

TOWNS. CONTESTED BLOCKS

After a melee has occurred it is possible that the Phase will end with troops of both sides occupying the same town block. Any units that begin their phase occupying the same town block as enemy units must engage them in melee. As this is mandatory, no order is needed. The player may withdraw such units from the contested block if he wishes. An order is required for a withdrawal.

Fire combat may not be conducted at units which occupy a contested block. Neither units that occupy the block nor units that are located outside the block may fire on the contested block. REDOUBTS

Infantry and artillery units may be placed in redoubts. Units in a redoubt will only suffer flank fire if they are attacked through an open side of the redoubt. The stands should be distributed so as to defend all contested sides of the redoubt. Most redoubts will only hold 1 infantry battalion. In addition there may be 1 artillery battery per face of the redoubt.

Units defending in a redoubt may never charge out of the redoubt through one of its faces. They may, however, charge out of an open side of the redoubt.

Artillery in a redoubt may be attached to any infantry which may also be in the redoubt.

A redoubt will generally count as heavy cover.

Old Trousers v.1: Army Lists
Old Trousers v.1: Charts


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© Copyright 2001 Hal Thinglum
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