Napoleonic Fury

A Napoleonic Adaptation
of the Fire & Fury Rules

By David R. Bush

0. Introduction

This rule set was inspired to take the movement mechanics of the Fire & Fury 0 rule set written by Rich Hasenauer and apply it to the Napoleonic period. Basing, scale, and some concepts are taken from the game Napoleon's Battles by Avalon Hill. My intent was to create a fast play Napoleonic system that allowed players to recreate the large battles of the period. Absolute control at the tactical level has been taken away by the maneuver charts thus adding the element of uncertainty that a Corp or army commander faced on the battlefield. Those players that keep reserves, and realize that nothing is guaranteed will have a better chance of winning upon the battlefield. I hope all that play this system will find it enjoyable.

1. Scale and Concepts

A. Figures: This rule set is designed to use 15mm figures.

B. Mounting: The recommended mounting system given for this rule set is based on the popular rules set Napoleons BattlesQ by Avalon Hill. However, other basing systems will work as long as all figures are mounted the same.

1. Infantry: Mounted four to a stand deployed in 2 rows of 2. Stand width is 1/4 inch and depth is 1 inch.

2. Specialized light infantry and those nationalities that deployed using a two rank system may be mounted on I inch by 1-inch stands if players so desire. Each stand still holds 4 figures mounted in 2 rows of 2. Examples for this larger style basing would be: Austrian Jagers and Grenzers, Prussian Jagers and all British infantry.

3. Cavalry: Mounted 4 to a stand in 2 rows of 2. Base width is I inch with a depth of 2 inches.

4. Artillery: A horse battery has 2 gunner figures and I gun mounted on a stand that is 1 1/2 inches wide and 1 inch deep. Heavy batteries have 3 gunners and one gun mounted on a stand that is 1 1/2 inches wide and 1 1/4 inch deep.

5. Leaders: Division officers are mounted 1 to a stand with the stand being 1 inch by 1 inch. Corp officers are mounted 2 to a stand with the stand being 1 1/2 inch by 1 1/2 inch. Wing commands have 3 figures mounted on them and are 2 inches by 2 inches. Army stands have 4 or more figures and are 2 inches by 2 inches in size. Artillery commanders (if present) are based just like division officers.

C. Die rolls: Die rolls in this system are always 2 6-sided dice.

D. Pre-measurement. Pre-measuring is allowed using this rule set.

2. Game Scale

NF uses a system where an infantry stand represents 400-500 men, a cavalry stand 240- 320 troopers, and a single battery of artillery (6-8 guns, or 10- 12 guns in the case of a Russian heavy battery.)

A. Ground Scale. 1 inch equals 100 yards.

B. Time. Each complete turn equals 30 minutes.

3. Unit Scale. In NF the basic unit is the infantry or cavalry brigade and individual artillery battery. Some nationalities use different terms but the concept is still the same. Due to game design and structure considerations infantry brigades should be designed with at least 4 stands and no more than 7. Cavalry brigades should have no less than 3 stands at start and no more than 5. During scenario design, several small units can be amalgamated together to form a single brigade or the numbers added to other existing brigades thereby increasing their size. A single stand detachment could also be used in special circumstances (holding a building, etc.) Artillery batteries represent assets outside those assigned as battalion/regiment or even some divisional guns. The firepower of battalion/regimental guns has been factored into the infantry brigades fire points.

4. Brigade Effectiveness Level (BEL). NF uses 5 levels to represent the qualitative differentials of troops that fought during the Napoleonic era. These are: Militia, Conscript, Regulars, Veterans, and Grenadier/Guards. (Cavalry BEL is also listed on the chart and fall under infantry titles.) The particular BEL assigned to the brigade is the designer's opinion of the quality of that unit during that time. These levels did change with time and/or circumstances so the following examples should not be considered all-inclusive.

Militia: Russian Olpochenie, Austrian and Prussian Landwehr (except Silesian), and most Spanish infantry raised by the Juntas. Russian Cossacks would fall in this category. Conscripts: French brigades made up of"battalions d' marche," French Maria Louise infantry of 1813-1814, Prussian Silesian Landwehr, Pre-1809 Spanish regular and Light infantry, Saxon or Neapolitan infantry. Most light cavalry and poor quality heavy cavalry. Regulars: Standard European drilled infantry. High quality light cavalry or regular heavy cavalry Veteran: 1805-1807 French ligne and legere infantry brigades. Davout's Corp in 1812. Guard class light and heavy cavalry. French young guard and British Peninsular infantry (1809+), Polish Vistula Legion, Spanish and Saxon grenadier or guard brigades. Grenadier/Guard: Most nations grenadier and guard units including the French Old guard.

BEL is subjective so use the above information as a guide. For those who try and figure the quality level ofmixed brigades, i.e. a brigade made up of2 line, I light and I grenadier battalion. Use the following system. Assign 0 points to any militia class battalion, I point to a conscript, 2 points to a regular, 3 points to veteran, and 4 points to a grenadier/guard battalion. Add the points up and then divide by the number ofbattalion stands. (round .6 or better up.) This will give a base number that is equal to the brigades BEL. (A net result of 2.3 would mean a regular class brigade.)

5. Division/Corp/Army Fatigue Levels. In addition to each brigade having a BEL. Each division, Corp and Army must figure its fatigue level for the battle. Fatigue represents the combat effectiveness of these higher level echelons to operate effectively as their brigades suffer losses. Fatigue is figured for a division based upon the total amount of stands that are assigned to that division. Should divisions be assigned to a Corp, then all stands of each division within that Corp are added up as a combined total and this is used to figure the Corps fatigue level. (This reflects the advantage that the Corp organization had over individual divisions.) Army fatigue is figured by adding up all stands that make up the army. Fatigue is figured by multiplying the stand total ofthe division, Corp and army by a quality level. The result is the amount of stands that the division, Corp and army can loose before suffering the effects of fatigue. The effects of fatigue are as follows:

    1. A division that has suffered fatigue may not move any of its brigades to within 3" inches of an enemy unit. Defending cavalry ofa fatigued division may still react into contact however.

    2. When a Corp suffers fatigue, all of its divisions suffer fatigue as listed above.

    3. When an Army suffers Fatigue, It is considered broken and all remaining brigades are immediately disordered. All divisions within the army suffer the fatigue limits as listed above.

      a. When figuring fatigue, do not count artillery batteries, nor do artillery batteries suffer the limits of fatigue.

      b. All guard and grenadier (except British) infantry stands when lost count as double when figured against army fatigue.

      c. Cossacks, Guerilla's, and Militia cavalry do not count against army fatigue.

The quality levels and percentage multiplier for figuring fatigue are as follows:

    1. Good - 60%
    2. Average - 50%
    3. Poor - 40%

[Examples: A division has 2 brigades assigned to it and each brigade has 5 stands giving it a total of 10 stands in the division. The player has rated the division as average so he multiplies 10 by 50%. The result is 5. Thus the division will become fatigued once it has suffered 5 stand losses out of its two brigades.

A Corp is made up of 3 divisions. The total stand count for all brigades within those 3 Divisions is 33. The player has rated the Corp as "good" in quality so he multiplies 33 by 60%. This has a result of 19.8. (Round .1 -.5 down, .6+ up.) Thus the Corp will not suffer fatigue until is has Lost 20 stands.]

6. Force organizations. The brigades and batteries themselves are assigned to various division officers to form divisions. These in turn are either assigned to a Corp commander or directly to the Army commander. There is no set pattern or structure for this so I recommend players use the historical OB's ofthe nations when designing scenarios. Or ifdesigning "what-if' battles, then use the nations historical OB's as guidelines.

A. Unit Formations. All brigades have several possible formations that they can be in, dependent on whether they are infantry or cavalry. Changing formation is considered movement and the player must receive a result on the maneuver table that allows formation changes to occur. (Exception: see Emergency Formation Change.) All formation changes occur at the beginning of a brigade's movement. Formation changes cost 1/2 of the units movement allowance (unless it's the only option allowed by the Maneuver chart or the unit only has 1/2 movement allowance, in which case it would cost the unit all of its movement to change formation.) measured against the brigade's line movement allowance. The brigade may then move any remaining movement that remains.

[Ex: A French line brigade changes from line to column formation. If it has rolled a "well handled" or "Rallies with Elan", then the brigade would still have 2 1/2 inches ofmovement left.]

    a. A brigade may not change formation and move into melee during the same movement phase.

    b. A formation change is required in order to deploy a brigade into a town.

    c. Any non-light class unit that changes formation while in woods is disordered at the end ofthe formation change.

1. Line formation. All stands ofthe brigade are side by side in a straight line. This formation allows for maximum firepower or cavalry melee benefits. Brigades in line formation that are defending along a wall or some type of defensive works may bend to conform to the beneficial terrain.

2. Column. The unit is formed so that an even number ofstands are in contact but with a second rowinback. If the brigade has an odd number of stands then the front row has the additional stand. A four stand brigade would have 2 stands in front and 2 directly behind. A5stand brigade would have 3 stands in front and 2 stands directly behind. Any unit reduced to 2 or fewer stands cannot form column. It is in line formation only. (Column formation allows brigades the maximum benefit of mobility on the battlefield.)

3. March Column. All stands ofa brigade are in a single line, one stand directly behind the other as ifin a chain. (This formation allows rapid movement along a road but is vulnerable to any type of combat.)

4. Square. (infantry only) A brigade will be deployed with stands facing in all directions. A 4 stand brigade would have I stand facing in each direction, and would resemble a "square" in shape.

5. Artillery. Artillery batteries are either limbered or unlimbered. Limbered formation allows movement at the batteries assigned movement allowance, but no combat. Unlimbered formation allows the battery to fire during the fire phase but movement is limited to prolong (if allowed.)

6. Grand Battery. A grand battery is a special formation that can only be formed by multiple artillery batteries. Use the following rules in order to form a grand battery.

    a. A grand battery may only be formed if it is within the command or maneuver effects range of one of the following officers: Napoleon, Any French Corp commander, Russian Count Kutasiov, or any French army artillery commander. Austrian Archduke Charles (1809+), Any dedicated allied army artillery commander 1813+.

    b. To form, a grand battery must consist of at least 4 actual artillery batteries and they must be moved so as to be in actual stand to stand contact with one each other. This can be side-byside and/or with up to one battery behind another.

    c. Once formed, the grand battery must stay within the commander's range who formed it or the grand battery losses its special attack bonus.

    d. When formed all batteries within the grand battery lose one function.

    e. Once formed, the grand battery combines its fire against a single target and for the next 4 fire phases may add a +2 to its fire die roll. Should other units add fire points into the attack the +2 is still gained. After the 4 successive fire phases, the grand battery may still fire but no longer gets the +2 bonus. All fire is measured off the front battery should another be behind.

    f. Once formed, a grand battery may not voluntarily breakdown into its individual batteries. Should the grand battery be meleed it is considered a single brigade. Melee results can cause the breakup of a grand battery.

B. Emergency Formation Change. Any time an infantry brigade is charged by cavalry and it is not defending in or along cover, (wall, works, etc) deployed in a town, already in square formation or already in contact with another enemy unit; it must immediately roll on the Emergency Formation Change table in an attempt to form square. The player rolls 2d6 and applies all applicable modifiers. He then checks his modified result on the EFC table to determine the results of his attempt.

1. A cavalry brigade that charges an infantry unit that successfully forms square using the EFCT may immediately abort its charge and pull back 3" inches from its target. The cavalry brigades move is ended and it is disordered.

[See the EFCT for applicable modifiers to the EFC attempt and possible results.]

6. Artillery attachment. A battery is attached to a brigade by placing its back or one of its sides edges in contact with a stand of either a cavalry or infantry brigade. (Only horse artillery may attach to cavalry brigades.) No more than 2 batteries may ever be attached to one brigade at any one time. Batteries must otherwise maintain at least a I" inch distance between each other unless they are forming a grand battery. Limbered batteries may not attach.

7. Officer command/maneuver effects range. All leaders in NF have an assigned command/maneuver effects range. This range represents the officer's (his staff, aid de camps, etc) ability to influence the actions of those brigades assigned to him (if a division officer) or effect through division officers the actions of brigades assigned to a division (a Corp commander.) Army commanders who have Corp commanders under them are different in that they are given a maneuver effects range that can effect any brigade oftheir command. The bonus an army commander has is dependent upon his rating. Army commanders that have division officers directly assigned to them (no Corp structurej are given a command range similar to a Corp commander that operates in the same fashion. Officer's effect brigades through their command ranges by giving the brigade a die roll modifier when rolling on the maneuver tables. Or in the case of a Corp commander, it allows the brigade to roll on the appropriate maneuver table equal to the Corp commanders assigned quality level. Otherwise the brigade must roll on the next lower quality column on the maneuver table.

The command range assigned to an officer is dependent upon whether he is a division/Corp or army commander. All ranges are listed on the "Standard Officer Command Ranges Chart." Army commanders maneuver range and bonus are listed on the "Army Commanders Range and Modifier Chart." (These ranges should be considered standard, allowing scenario designers some le-way to modify them to represent special individuals and/or circumstances.)

7. Sequence of Play. NF is played following a strict sequence of phases. Each phase must be completed before moving onto the next phase. Once each player completes all of the phases then a complete turn has been concluded. The sequence ofplay is as follows:

A. First Player Turn

1. Maneuver (1st) Phase. Attach and detach leaders. Move all brigades and batteries. Move detached leaders.

2. Reaction phase (2nd). - The non-phasing player moves his eligible cavalry brigades. Cavalry division officers may move to attach should any/all oftheir cavalry brigades move during this phase.

3. Musketry and Cannonade (3rd) phase: The non-phasing player resolves all his defensive fire combat and applies the results. The phasing player then resolves all his offensive fire combat and applies results.

4. Melee (4th) phase. - The phasing player determines the order in which melees will take place. The melee results effect both side's troops simultaneously. All normal melees are completed before breakthrough melees are resolved.

Once the first player completes the sequence, the 2 "d player goes through the same sequence with rolls reversed. Once both players have completed the sequence, a complete game turn has been completed. Move the turn indicator to reflect the passage of 30 minutes.

8. Maneuver Phase

A. Attach and detach leaders. A leader stand is considered attached to a particular unit if its stand is in physical contact with a base ofthat unit. A leader may not be attached to more than one unit at any one time. When making an attachment/detachment, the player must announce the action and in the case of an attachment, announce which unit the officer is actually attaching to. Unless an attachment is announced by a player leaders are considered un-attached by default. Detachment is handled by moving the leader from base to base contact and announcing the detachment. A leader attached to a unit will stay with that unit for the entire turn. The attached leader may only effect the unit he is attached to. (in essence the leader looses any command range he has.)

B. Move all Brigades and Batteries. Each Brigade or battery is moved individually and its move is completed before the player goes to move another brigade or battery. The movement allowance (Mv) ofa brigade or battery is dependent upon several factors; nationality, formation, timeframe and the players modified maneuver table dice roll result. Movement allowances for all units are listed on the movement allowance charts. Also listed are standard modifiers, which can effect a brigade or batteries movement allowance. Such as rough terrain, or being in march column. Special scenario rules may also modify a units movement allowance or ability so the scenario special rules should always be checked before play. The following sequence is followed in order to move a brigade.

1. The player selects the brigade that he wishes to attempt to move.

2. The player adds or subtracts all applicable maneuver chart modifiers to a die roll (2-6 sided dice) and then cross references the die roll result on either the Good Order or Disorder maneuverchart. The result will specify what movement and actions (if any) that the selected brigade may carry out. (Players at this time should look over the Maneuver table modifiers next to the maneuver chart.)

3. All modifiers are cumulative and are used to directly modify the players dice roll on the applicable maneuver table.

    a. There are two individual maneuver tables. ne first table is for any brigade that is in a disordered status. A player must roll for all brigades that are in a disordered status. The player may roll for any ofhis good order brigades.

    b. The Disorder Table applies to all disordered brigades regardless oftheir armies command quality. Maneuver table modifiers do apply as listed.

    c. The Good Order Table is broken down by the quality level of the brigades Corp commander (or army commander if directly subordinate to the army commander.) In order for abrigade to gain the benefits of his assigned Corp/Army commanders command rating, the brigade must be able to trace a valid command path (in inches) to its division officer and that division officer must then be able to trace a valid command path (in inches) to its Corp/Army commander. Ifthis command path cannot be traced, then the brigade uses the quality level one below the rated level of its Corp/Army commander.

    [Ex: The French player decides to move a brigade. The Brigade is within 4" of its division officer and the division officer is within 8" of its Corp commander who is rated as "Good". Thus the brigade may roll using the "Good" line of the Good Order Maneuver Table. If this chain was broken anywhere along the traced path, then the brigade would have to use the "Average" tine on the Good Order Maneuver Table.]

a. All die roll modifiers for the maneuver tables are cumulative.

b. March column bonus is twice the column movement allowance for any unit while moving along a road.

c. Units that move through other units must pay a penalty of 3". Light infantry, Jagers and Grenzers may pass through and be passed through at no additional cost. All units may move through unlimbered artillery at no cost. (This may disallow some units from passing through due to a lack of movement allowance.)

d. Heavy cavalry may not enter woods unless in march column along a road,

e. Units may retreat straight backwards but do so at their rough terrain cost, keeping there facing as is.

f. An "about face" by a unit costs 1/2 of the unit's movement allowance.

g. Infantry in square formation have '/~ oftheir listed "line formation" movement allowance. They may not enter rough terrain while in square.

h. Units may echelon up to 45 degrees when moving forward, but must maintain their current facing when do so.

i. Brigades that arrive from off map as reinforcements automatically get a full move on their turn of entry. They do not have to roll on the maneuver table.

C. Artillery. Movement is handled somewhat differently. An artillery battery may always limber and move without use of the maneuver tables. In order to unlimber however, a battery must either:

    a. Be attached to a brigade within its command.

    b. Be within the command range of its division officer or its artillery officer.

    c. Be within command range of its Corp commander or Army commander.

Artillery batteries have a specific number of actions, which they can carry out each movement phase. This amount is dependent upon what type of artillery the battery is. Horse batteries are capable of doing 3 actions per player phase while a heavy battery may only carry out 2. The following are actions: a' Limber or unlimber b. Move c. Fire (may only be done once per phase.)

[Example: A heavy battery moves and then unlimbers during its movement phase. Thisis2actions, it would not be able to fire during its offensive fire phase. If it had just unlimbered however it could then fire.]

D. Prolong Movement. Unlimbered artillery batteries have a limited ability to move. Horse batteries may prolong 2 inches while heavy batteries may prolong I inch. Prolong movement may only be done on level ground, never up or down slopes or any type of terrain that is considered rough. [Exception: Ottoman artillery was old and in some cases, archaic; thus it may never prolong.] Prolong is a form ofmovement and suffers the appropriate fire penalty for having done so (except guard batteries.). Grand batteries may not prolong.

E. Pivoting. When a unit pivots, one comer ofthe unit is stationary while the other end of the unit pivots around the stationary point. The cost for the unit is measured along the outer most edge of the unit along the side that actually moved. Should a pivot be done in or into rough terrain than those costs do apply. A unit may pivot anytime during its movement, so long as it has the movement allowance to do so. [Exception: Charges. The last I inch of any infantry or cavalry charge must be straight ahead.] Unlimbered artillery batteries may pivot up to 45 degrees instead of prolonging (Ottoman batteries may pivot using this rule.) For those who have it available, this rule set highly recommends the Wheel Template found in the Napoleon's BattlesO game by Avalon Hill.

F. Charges. An infantry or cavalry unit with sufficient movement that wishes to melee an enemy unit does so by moving into physical contact with the enemy unit. There is no bonus movement allowance for charges nor does a player have to pre-designate units for charges. He simply rolls for each brigade and moves it accordingly. Artillery batteries may never move into contact with enemyunits. To be considered a valid charge, at least half of the charging unit's frontage must be able to make contact with the target unit. Should the charging unit make contact while at an angle, check the legality ofthe charge by momentarily moving the charging bases so as to be flush against the target. If at least half of the unit's frontage is in contact, then the charge is valid.

(The intent here is to discourage incidental melees. A charge must have a bonifide target and be committed to making contact with it.)

G. Evasion. This is where good order cavalry or limbered artillery may make up to a full move away from enemy infantry that attempts to make contact with it. Disordered cavalry or unlimbered horse artillery may attempt to get away but must roll on the evasion table in order to do so. Unlimbered horse artillery that successfully evades is limbered up to make its move. Disordered cavalry stays disordered regardless of result. Silenced horse batteries suffer a -1 to their evasion attempt. Should the cavalry or artillery successfully evade, the attacking infantry occupies the ground and is then done with its movement.

C. Move detached leaders. Once the player has completed moving any/all of his brigades, he may then move any ofhis unattached leaders that he wishes to. These leaders may move up to their full movement allowance but may not attach to any unit. Officer replacements are now placed onto the table at this time. A replaced leader is placed within command range of one of its subordinate units but not in contact with anyoneofthem. (Army commanders are never replaced should they be wounded/killed/captured.) ,

9. Reaction Phase (2nd)

A. After the phasing player has completed all ofkis movement, the non-phasing player may attempt to carry out reaction moves by any of his eligNe cavalry. For a non-phasing cavalry brigade to be eligible, the phasing player must either have moved a unit into contact with the non-phasing cavalry unit or moved a unit within the front 45 degree arc of the non-phasing cavalry brigade that is within Y~ the cavalry brigades movement allowance. If one of these conditions are met, the non-phasing player may then announce his attempt to react with the cavalry brigade, announce which unit it will attempt to make contact with and then he rolls on the appropriate maneuver table with all applicable modifiers. If at least a 1/2 move result is rolled then the cavalry brigade may carry out its reaction. Should a cavalry brigade successfully react, that units division officer may (ifhe was within his command range ofthe brigade) move to attach.

B. Also, ifthe cavalry brigade successfully reacts and is the target ofa cavalry charge, move the contacting cavalry back 1/2 of its movement allowance and move the non-phasing cavalry brigade to contact with it. (nis represents that the cavalry brigade countercharged and met the oncoming charge some distance from its original position.)

1. Reaction charges can cause an enemy infantry unit not already in melee contact to roll on the EFCT as applicable.

2. Reacting cavalry only have '/~ oftheir movement allowance available for reaction.

3. Reaction movement must be an attempt to make contact with an enemy unit. [exception: Reaction movement can be into the back of a friendly artillery battery that itself has been melee'd so as to give it support in the subsequent melee.]

4. Reacting cavalry that receive a result of 4+ or better on the melee table may not breakthrough. Their options are to either remain in place with a free facing change, or retreat 6" and then get a free facing change.

9. Musketry and Cannonade Phase (3rd)

A. The non-phasing player fires all of his eligible units and applies results.

B. The phasing player fires all of his eligible units and applies results.

C. The following are the rules concerning fire combat.

1. Only infantry, dismounted cavalry and unlimbered artillery are eligible to fire. In order to fire A stand must be able to trace a valid fire path to the intended target. Infantry and dismounted cavalry have a 45 degree arc off of their front stand edges while artillery has a 30 degree arc off of its front stand edge. Range is specified by unit type in the Range & Fire Points Chart.

2. Only the front stands of infantry in column formation may fire. Only the very front stand of a unit in march column may fire. All stands ofa unit in line formation may fire.

3. When determining fire, add all possible points up from all eligible firing units and combine them into a total. Roll the dice, apply any modifiers that are applicable and then apply the results (if any) against the target. A target unit may only be fired upon once per fire phase.

4. There is a maximum limit to the modifiers that can be applied to a die roll. This is either +/- 3.

5. Retreat results require the unit to move 3" directly away from the unit/s that fired upon it. Should the fire have come from multiple directions, then the unit retreats towards its army's baseline if possible. The retreating unit may not use a combat result retreat to ever advance and gain an advantage. Should a unit not be able to retreat, the unit stays in place and losses an additional stand.

6. A unit forced to retreat that runs into a friendly unit passes through that unit and stops behind it still meeting the 3" inch retreat requirement. The unit retreated through is immediately disordered. Artillery batteries retreated through are marked as if suppressed.

7. On a natural roll of a 12, there is a chance that any leader attached to the target unit has become a casualty. Roll again and on a result of2-9 the attached officer is considered wounded/killed and is immediately removed. (This applies to exceptional brigade commanders as well.)

8. Stands of a brigade that is firing at a unit that is in contact with it get the 2-fire factor amount even if the firing stand itself is not in physical contact with the enemy unit. It must be able to trace a valid fire path however.

9. Infantry or artillery deployed in a town may fire up to 1/~ oftheir stands or fire points (round down) out of any one side during a fire phase.

D. Fire combat Results for artillery.

1. Suppressed: An artillery battery that is suppressed fires in its next eligible fire phase with fire points.

2. Silenced: An artillery battery that is silenced is immediately limbered up and moved a full move back away from the units that fired upon it.

3. Battery damaged: The artillery battery is marked with a damaged marker and follows the effects of a silenced result. Damaged batteries have 1/2 fire points.

4. Battery wrecked: The battery has been destroyed and is picked up.

E. Fire combat results for infantry/cavalry are listed under the fire effects chart.

10. Melee Phase (4th)

A. The phasing player decides in which order all melees will take place. A melee must be completed before moving to the next melee. All melees must be completed before any breakthrough melees are completed. Melee results are considered simultaneous.

1. Each player calculates all die roll modifiers that effect his unit that is involved in the melee. The largest unit (in stands) for each side is considered the modifying unit. All die roll modifiers that effect this unit are applicable. Other modifiers may apply as specified in the special melee rules listing.

2. Both players then roll the dice and apply their modifier to their die roll.

3. Both players compare their modified die rolls noting the difference between them (if any). The difference is then cross-indexed on the Melee Table, which specifies the results ofthe melee. Should a breakthrough result be listed (optional or required) for a brigade, the brigade immediately carries out the movement portion of the breakthrough, suffers any fire by the unit being contacted, but then the melee itselftakes place after all regular melees are done.

B. Once all regular melees have been completed, resolve all breakthrough melees. ne phasing player again chooses the order in which these will be carried out. A unit may never get more than one breakthrough during a melee phase. Treat any such options or results as just allowing the victorious unit to carry the position.

C. Special melee rules. For standard modifiers to melee, players should see the Melee Table Modifiers list.

Reacting cavalry that get a 4+ result in melee may not breakthrough. Instead, they may carry the position with a free facing change or withdraw 6" inches with a free facing change. Line infantry or cavalry that melee into a town or woods are disordered at the conclusion of the melee in addition to any other results. Artillery batteries count as 1/2 a stand (round down) when determining stand numbers. In order for a unit to be considered outflanked. The attacking unit must have started its movement behind the target unit's front. Full move retreats are the column movement allowance for infantry units regardless oftheir present formation. A unit forced to retreat maintains the formation that it is in. Cavalry involved in melee with infantry in square can lose no more than 1 stand regardless ofthe die roll result. Just ignore additional stand losses. Infantry that is meleed by charging cavalry (while not is square, cover, etc) always suffers the -3 Vs cavalry modifier even if the cavalry unit is not the modifying unit. British (not KGL) cavalry always charge the nearest enemy unit on a melee result of 4+. If the British cavalry is actually involved in a breakthrough melee then the British cavalry is automatically disordered at the end of that breakthrough melee regardless of any other results.

National melee bonuses are only gained if the unit is in contact along its front facing. i.e. a unit melee'd in flank doesn't gain its national formation melee modifier. Units that get a combat bonus while in column formation only get their melee bonus ifthey initiate the combat.

D. Units forced to retreat and fall back from melee do so straight backwards for the first 2" inches. Any friendly units that the retreating unit runs into are disordered. Once the 2" inch straight back rule has been met, the retreating unit can move around units as long as it completes its full move retreat. Retreats are directly away from the unit it was in melee with.

11. Player Phase completion. The phasing player has now completed his portion of the turn. Ifboth players have gone through the sequence ofplay, then a game turn has been completed. Advance the game turn marker 30 minutes. And start the next turn by repeating the sequence of play.

Napoleonic Fury Charts


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