Napoleonic Brigade Rules

For 6mm Figures

by Stuart Asquith and Peter Spires

These rules originated as a means to play out the actions of the Hundred Days Campaign in 1815 and are designed for use with 6mm figures - specifically, those produced by Irregular Miniatures in the UK. Why Irregular Miniatures' Unbelievably fast mail order turn round, reasonable prices, fair figures, good range and a pleasant company with which to deal. The rules have evolved over a period of some five years or more now as we progress through the cycle of rule writing, testing, research, painting. We now have every unit that took part in the four main actions ' Quatre Bras, Ligny, Waterloo and Wavre represented in miniature. For the technically minded, the figure scale is approximately 1:40, the ground scale is (very) approximately one inch equals 100 yards.

Whenever a situation occurs during a game that still doesn't 'feel' right, irrespective of the outcome, or in whose favour, the rules can have suggested amendments to rectify that situation If proven to be sound, these changes are eventually incorporated or further amended or rejected if we are still not happy. Equally, if some research turns up a new facet, then this is discussed and adopted for trial. Some of the mechanisms below still aren't quite to our satisfaction and there may still be some contradictions and anomalies, but the rules are presented here in their current form (Mark 9) for readers of MWAN to enjoy, try out, fiddle with or reject, as they feel fit. You will note that the version presented here is dated July 2000. With Stuart 'hanging up his hat', retiring from the public eye and moving out of London into the countryside with his good lady, the amount of playing- and testing has been severely reduced, but hey, he can't lean on a gate and chew on a straw for ever...

Brigades

The formation used throughout these rules is the brigade, which consists of a number of units One exception to this is units of recognised skirmishers (eg 95th Rifles) that can operate as independent units, although the actual rule mechanisms to enable them to do so are still under development (i.e., thin). In general terms, we have assumed that a 'standard' infantry brigade consists of four battalions, a cavalry brigade of three regiments and an artillery brigade of two model guns (i.e. batteries). The various battalions, regiments and batteries are each fixed as complete units on to a single base large enough to accommodate the necessary 6mm Irregular Miniatures figure strips. (See Appendix 1) The actual historical organisation of 'real' brigades varied by country and type, but at an overall Army level these differences should be counter balanced for war gaming purposes. One type of unit that has so far eluded us as rule writers is the deployment and use of divisional cavalry on the war game table - typically half a cavalry regiment, acting independently. In the larger scale of things, these chaps might have to be ignored. Mind you, we used to say that about skirmishers... All the units in the brigade should be of the same type. The units of a brigade should all move together, being incapable of either change in formation or independent action if one unit in a brigade is unable to advance due to morale or terrain - then the entire brigade is immobilised.

Specialist Figures

All figures fire or fight regardless of their type, so the actual number of officers, flag bearers and musicians, and their position within the brigade is of no matter.

General Orders

Before the game begins general orders for each army are written on an order sheet along with a sketch map of the initial dispositions of the brigades. The troops are then set out in accordance with these dispositions and the initial general orders followed as closely as possible Such orders can only be altered by the C-in-C, the alteration being implemented after a delay of a number of moves indicated by the roll of one ordinary dice. It is the intended spirit of these rules that the initial general orders are followed as closely as possible, rather than the unrealistic changing of those orders to meet every new situation as it arises.

Sequence of Play

The players move their figures simultaneously in the following sequence:

    Declare any charges
    Movement
    Artillery firing
    Small arms firing
    Melee
    Morale
    Pursuits and rallies

MOVEMENT

All movement in these rules is simultaneous. Whilst brigades are not obliged to move every turn, when they do move the distance they cover is determined by dice rolls, except in the case of fleeing or pursuing brigades, which move at full speed for type. One (infantry, foot artillery) or two (cavalry, horse artillery) ordinary, six sided, dice are rolled for each brigade as appropriate to their type and all the units in the brigade must move in accordance with the dice score without attempting to change formation either within themselves or within the brigade in any way. Brigades may not walk sideways. Every 90 degrees of turn costs 25% of movement. Some other factors can influence movement and these are covered under the relevant section(s).

Terrain Open Terrain

Open terrain is clear ground that does not impede movement in any way. Hills are generally considered to be open terrain. Brigades moving on roads increase their speed by 50%. They must march in column in order to claim this movernent bonus. Marching columns cannot move through difficult terrain and must halt at such features. Marching columns cannot fire or fight whilst marching.

Difficult Terrain

    Woods or dense foliage;
    Brush, shrub and other clinging vegetation;
    Debris, wreckage, loose rocks, boulders,
    Fords, streams or shallow water,
    Marshes, bogs or thick mud
    Steep or treacherous slopes

Difficult terrain can also include hills if players agree before the game, but otherwise hills are considered to be open terrain. Brigades cross difficult terrain at half speed.

Very Difficult Terrain

Very thick woods Almost sheer slopes that need to be climbed, Fast flowing, but still fordable, rivers. Brigades cross very difficult terrain at quarter speed.

Impassable Terrain

    Rivers, lakes,
    Impenetrable swamps ' sheer cliffs
    Brigades must go around impassable terrain

Obstacles

Obstacles are items such as hedges, fences, walls and trenches that troops must clamber across at half speed. (NB gates in walls etc are seldom wide enough to permit a complete brigade to pass through them unhindered.) Brigades crossing an obstacle are disordered. They may not fire whilst disordered and are -6 in melee if attacked. Note that terrain penalties are cumulative.

Retiring

Brigades can be ordered to retire. This takes two game moves for infantry brigades, four moves for cavalry brigades. An infantry brigade turns 180 degrees and then moves at half speed, finishing with backs to the original facing direction. Another 180 degree turn is then required on the following move The brigade is disordered during this two move sequence. A cavalry brigade turns 90 degrees in one move and then another 90 degrees in the next, finishing with backs to the original facing direction. After any subsequently required movement (at normal speed, not disordered), two more 90 de-ree turns are then required to turn the brigade around once more. The brigade is disordered during both turning sequences.

Infantry

When in line, infantry may normally move between I " and 6" as scored on one ordinary six sided dice. When in marching column, they also move at one dice speed, but when in attack column they have a plus 2" bonus. Infantry in line may also be ordered to retire at half speed (no firing) still facing the enemy and still in good order, unless governed any post melee or morale rules - note that this does not constitute a push back. Infantry must move in march column in order to claim a 50% movement bonus for using a road Such columns cannot move through difficult terrain and must halt at such features Thev cannot fire or fight whilst so marching (Note: For the purposes of these rules, it has been decided that forced marches are a strategic, rather than a tactical move.)

Skirmishers

Designated units of skirmishers (eg 95th Rifles, Brunswick Avant Garde, Hanoverian Jager Corps, but not French infantry battalions moved into open order) are not part of the brigade system and may operate as independent units Skirmishers move at 1.5 dice per move (i.e. between 1.5" and 9"). This is best achieved bv rolling a white dice and a coloured dice - count all the white score and half the Coloured score (round down to 0, 1 or 2 respectively if 1, 3 or 5 rolled) to produce the permitted move distance. They may not come closer than P to opposing infantry or skirmishers. If attacked, skirmishers must either fall back at normal speed, or fall back at half speed and fire. If contacted, skirmisher formations lose casualties without reply and suffer the consequences as a result.

Closing Infantry Formations

Unless governed by special rules, no infantry in line may come closer than I " to opposing infantry in line. Note that this does not apply to infantry in attack column.

Cavalry

Two dice are rolled for all types of mounted troops, giving them a possible move of 2" to 12" dependent on the dice throw. Cavalry brigades must move in column in order to claim a 50% movement bonus for using a road. Such columns cannot move through difficult terrain and must halt at such features. Cavalry cannot fire or fight whilst moving in march column.

Foot Artillery

Foot artillery (field guns, howitzers and rockets) of whatever calibre moves at one dice speed, and takes a complete move to unlimber or limber up, during which time it may not move or fire. Foot artillery pieces up to 12pdr may be manhandled at I " a turn, but may not fire whilst doing so. l2pdr pieces and above may be manhandled at 0.5" a turn, but may not fire whilst doing so Artillery cannot cross linear obstacles. Artillery brigades must move in march column in order to claim a 50% movement bonus for using a road. Such columns cannot move through difficult terrain and must halt at such features. Artillery cannot fire or fight whilst moving in march column.

Horse Artillery

Horse artillery (field guns) moves at cavalry speed and takes a complete move to unlimber or limber up, during which time it may not move or fire. Alternatively, horse artillery may 'charge' by moving at half speed and then unlimbering in the same move, being ready to fire next turn. One such 'charge' move must be followed by two ordinary moves. Horse artillery pieces may be manhandled at 1" a turn, but may not fire whilst doing so. Artillery cannot cross linear obstacles. Artillery brigades must move in march column in order to claim a 50% movement bonus for using a road. Such columns cannot move through difficult terrain and must halt at such features. Artillery cannot fire or fight whilst moving in march column.

Charging

Charging cavalry still roll two dice when intending to make contact, charging infantry (in column only) still roll one dice. Charges must be delivered in a straight line, changing direction and other manoeuvres are not allowed. If charges fall short, then troops are still moved and for that move and the following move, the would be chargers are disorganised.

FIRING

Casualties

Firing takes place at the end of movement. Casualties are in complete figures and are noted on the casualtv sheets Since we used fixed blocks or strips of figures (See Appendix) actual figures cannot be removed, the recording of casualties on paper is essential. Unless the firing is specific, casualties are allocated evenly across the brigade. There is no halving from any source of fire effect if the target is cavalry.

General Note

All artillery and infantry fire is by line of sight. Artillery fire takes precedence over that of infantry. Any casualties caused by artillery fire unless the target itself is artillery - are removed at once without the right to reply. Troops killed by infantry fire may fire back in the same move (unless prevented from doing so by any other rule such as morale) before they are removed.

Cover

Hard Cover

Buildings, walls, large rocks and trenches are hard cover. Deduct -2 from the calculations for fire effect on troops in hard cover.

Soft Cover

Hedges, wagons and woods are soft cover. There is no deduction from the fire effect on troops in soft cover.

Infantry Fire

Only the front two ranks of a brigade may fire.

WeaponCloseMaximum
Musket3"6"
Rifle3"8"

The angle of fire is straight ahead, with a deviance of no more than 12.5 degrees either side of an imaginary centre line. Brigades may not fire in the same move in which they changed direction or formation. Target at close range~ add +3 to the number of figures firing. Target in hard cover, -2 from number of figures firing. The strengths of the front two ranks, including officers, drummers, flag bearers etc, are totalled and an average dice (2, 3, 3, 4, 4, 5) rolled. Reference is then made to the melee/firing table on a 'carry back' basis.

Using the Melee/Firing Table for Infantry Firing

This is how the 'carry back' process works for infantry firing - note artillery firing uses a slightly different procedure. Say you have 16 men firing at a target that is at close range (i.e. +3). Stage One Find 16 in one of the bold print left hand (figures firing) columns of the Melee/Firing Table - it's actually located at the top of the second columns. Then add 3 (for close range) by moving down to the 19 line and the read off the last number level with the number 19, which is a 7. Now, move backwards to the left to find 7 in a left hand column. Now roll your average dice. Say you score a 4. Look along the 7 line until you come to the vertical column headed by the figure 4 and you will see the number '2'. Thus your 18 men have killed two figures in the tar-et unit. OK"

Wherever possible, the fire of the brigade should all be directed against the same target, split target fire being discouraged. However, in some circumstances split fire can occur with any casualties being awarded proportionately to the target (s)

Small Arms Firing at Artillery

Small arms' fire is directed at the gunners serving the piece and they always count as being in hard cover. In this instance, each gun is assumed to have a crew of five. Each gunner lost represents a deduction of four points in the gun's defence value - see Counter Battery Fire section below. We do not fire at horse teams.

Moving and Firing

If an infantry brigade wishes to advance and fire, special rules are used. Note that infantry columns charging to contact may not fire. An ordinary dice must be rolled before any movement 3 or 6 scored the brigade will move 3" and fire 2 or 5 Scored the brigade will move 2" and fire 1 or 4 scored the brigade will move 1" and fire.

Note that opposing infantry brigades may still not close to nearer than 1" apart. This rule will sometimes mean that the distance a brigade can move and fire is reduced.

Crossing Target If any target, normally cavalry, passes within 6" of formed infantry who have not moved that turn, and which are eligible to fire, then that target may be engaged at long range, even though it may have passed within short range and/or at the end of the move the infantry might not be able to engage it.

Skirmishers

Skirmishers may move at half speed and then fire as a normal move, but cannot change formation and fire in the same move. (Skirmishers need more thought -- for instance, would they form a permanent part of an infantry brigade, or be attached in name only, or just at divisional level - if so, how are they to be regulated under these rules)

Cavalry Firing

Cavalry firing is not permitted.

Artillery Firing

One or more field guns may be sited in a battery and fired as such, The angle of fire is straight ahead, with a deviance of no more than 12.5 degrees either side of an imaginary centre line.

WeaponCloseMaximum
Field Gun (Roundshot)12"30"
Field Gun (Shrapnel)0"18" (13-15% of ammunition, British only)
Field Gun (Cannister)0"12"
WeaponMinimumMaximum
Howitzer (Shell)6"24"
Howitzer (Shrapnel)6"18" (50% of ammunition, British only)

An ordinary dice is rolled for each piece to see if it misfires. Any Scoring a I or 6 are discounted The total numbers of crew (three per gun), plus any bonuses per piece in the battery - that are firing - are totalled

    +1 per piece firing at close range
    +1 per piece firing against infantry in square
    +1 per piece firing at troops in column
    +1 per piece giving enfilading fire
    +1 per 12pdr gun or heavier
    +1 per piece firing cannister
    +1 per piece firing shrapnel
    -2 per piece if target in hard cover

Then an average dice is rolled and the result read directly from the melee/firing table,

Using the Melee/Firing Table for Artillery Fire

This is how the process works for artillery. Say you have two guns, each served by three gunners firing at a target that is at close range. Firstly, roll an ordinary dice for each gun to see if they misfire, remember that any scoring a 1 or 6 are discounted. If this is OK, next find 6 (i.e. two crews, each of three figures) in one of the bold print left hand (figures firing) columns of the Melee/Firing Table - then add 2 (+1 for close range per gun ) then 2 more (+1 per gun firing cannistei-) by moving down to the 10 line. Now roll your average dice. Say you score a 5 and the read off the last number level with the number 10, which is a 4. Thus your guns have killed four figures in the target unit. OK once again.'

Overhead Fire

Note that firing over the heads of one's own troops is only permissible for howitzers or for field guns sited on a higher contour. In any event, if friendly troops are within one move of the firm,, battery or the enemy formation under fire, then overhead fire must cease.

Burst Circles (Shell and Shrapnel)

Burst circles have an inner circle and an outer circle that is divided into four. Shell casualties are taken only from the inner circle. Shrapnel casualties are taken equally from the five segments. Shell burst circles have an outer diameter of 70mm and an inner diameter of 40mm. (Note we usually use burst circles made from acetate or polythene.)

Counter Battery Fire

For counter battery fire, each piece is given a defence value of 20 points that is reduced by the effect of artillery fire.

Players use a sliding reduction scale:

    20 OK
    15 Piece fires alternate moves
    10 Piece fires every 2nd move
    5 Piece fires every 3rd move
    0 Piece knocked out

Once the defence value drops to nil, the gun is out of action for the rest of the game. Should a gun be knocked out in the same move in which it was intending to fire, it may do so before being removed since such fire is considered to be simultaneous. (Note these effects are considered to be cumulative with any small arms fire against the gunners, who are assumed to be three figures at 4 points each.)

Moving and Firing

Artillery may not move and fire.

The Use of Rockets

Maximum range 24"

Firing procedure:

Roll one ordinary dice - a 1 and the rocket and crew are lost. The range to the intended target is then divided into 6" sections, to a maximum of four such sections. For each of the four 6" sections Roll one dice I the rocket veers 90 degrees left 2 the rocket veers 90 degrees right 3 the rocket shoots away vertically and is lost 4 the rocket hits the ground and explodes 5/6 the rocket carries straight for 6"

Whenever and wherever the rocket lands, casualties are caused. These are calculated by a direct read off from the melee/firing table after any reduction factors, such as hard cover, are applied. Rockets are treated as artillery shells.

MELEES

General Melee Modifiers:

    +6 attacking the rear (defenders cannot fire or fight)
    +3 elite brigade
    +3 attacking the flank (defenders cannot fire or fight)
    +3 behind defences
    +3 cavalry charging infantry
    +3 charging downhill.
    +3 attacking, stationary brigade
    +3 brigade charging downhill
    -6 disordered brigade
    -6 brigade rallying (may not fire)
    -6 brigade falling back after melee (may not fire)

Attacking a Stationary Brigade

When a brigade attacks a stationary brigade (note that brigades engaged in melee are assumed to be moving as the combat ebbs and flows) it receives a +3 bonus to represent impact

Infantry/Infantry Melee

Melees are not permitted between infantry in line, for we feel that in the Napoleonic period firepower was the weapon of the foot soldier. To reflect this on the war games table, infantry formations in line (and this includes skirmishers) may not close neearer then 1" of each other. Infantry columns however may attempt to charge home against infantry in any formation. Infantry charging in column moves at one dice +2" speed and have a +20 (yes, +20) per brigade impact bonus.

Cavalry/Cavalry Melee

All purely cavalry brigades count as 36 figures(i.e. three units each of 12 figures), less any casualties, in a melee, Note however that divisional cavalry units are usually represented by 'half strength' (i.e. units of six figures), so inevitably start at less than the 36 figures. (This point needs more thought - for instance, would divisional cavalry become embroiled in a melee, are they part of a cavalry brigade, an infantry brigade, or attached only at divisional level - if so, how are they to be regulated?

A charge move must always result in contact and must be followed by two moves at normal speed. Charging cavalry roll 2.5 dice (two white dice and one Coloured for the half) for movement when intending to make contact. Note that unless any other rules apply, a charge move must always result in contact and must be followed by two moves at normal speed.

All charging cavalry have a +3 melee bonus per brigade.
Charging downhill +3 melee bonus per brigade.
Heavy cavalry v medium cavalry +3 melee bonus per brigade.
Heavy cavalry v light cavalry +6 melee bonus per brigade.
Medium cavalry v light cavalry +3 melee bonus per brigade.
Lancers +1 melee bonus first round of melee only (not Prussian landwehr lancers)

A charge move must always result in contact and must be followed by two moves at normal speed.

An average dice is then rolled for each side, and the melee table is consulted on a 'carry back' basis. Melees can last for an unlimited number of turns until a decisive result is obtained.

Artillery Crews

When attacked in a melee, artillery crews must withdraw from their guns or position in the face of an enemy attack and shelter behind the nearest friendly formation or cover, They move at one dice speed. Gunners may return to their guns after the number of moves indicated by the roll of one dice. They again move at one dice speed and spend the following move preparing their gun to fire once more.

Cavalry/Infantry Melee Skirmishers

Skirmishers may not come closer than V to opposing infantry or skirmishers. If attacked, skirmishers must either fall back at normal speed, or fall back at half speed and fire. If contacted, skirmisher formations lose casualties without reply and suffer the consequences as a result.

Defenders Firing

Provided that their attackers start from over 3" away, regular, formed, stationary infantry (not skirmishers) or deployed artillery being charged frontally can roll one ordinary dice and fire in reply as follows:

1 or 2 no firing 3 or 4 fire at long range 5 or 6 fire at short range Add +1 to roll for an elite brigade Any casualties inflicted on their attackers by such firing are calculated separately and then Counted towards the melee casualty total.

Infantry in Square

Infantry in square may move at half dice speed, but may not fire. Properly formed infantry squares have +9 bonus in melee against cavalry.

Any face of the square, or two 'half faces' either side of a corner, not in melee, may fire, even if the other face(s) are in melee. This fire may not be directed into the melee. Infantry in square who win a melee cannot follow up as per normal 'winning brigade' rules, but may hold their position, Infantry in square who lose a melee must fall back, with the entire square falling back with them

Attacks on Infantry in Cover

Buildings

For the purposes of these rules, isolated buildings are generally considered as being too small for brigade occupation and thus are regarded as decorative obstacles. As such they cannot be occupied by figures and have no defensive value, By prior agreement however, infantry and artillery (but not cavalry) can physically occupy the courtyard of a larger farm or chateau (eg La Have Sainte or Papelotte Farm). If the complex is sufficiently large, (eg Gemioncourt, Hougournont or the churchyard at Plancenoit), then infantry (only) may be considered to be occupying the buildings. The minimum unit is one battalion per building, one bi igade per complex. Mounted troops cannot attack or leap over walls. Infantry column attacks or charges have no impetus against troops within courtyards or buildings. Infantry crossing the walls are disordered whilst any part of their brigade/unit is in contact with that obstacle. Artillery fire can reduce the effectiveness of buildings and walls in much the same basis as counter battery fire, A value is allotted to each section of the complex, This is progressively reduced by artillery fire hitting the section until it becomes useless to the defenders. (A point worth considering perhaps is that a building reduced to rubble might still provide good cover for the defenders.) The size of each section to be given a defence value can vary, but as a suggestion, take a 2" length as being a basic unit with a value of 20 points. (Further research since this mechanism was adopted seems to suggest that brick buildings of the period were remarkably resilient to artillery fire, so it may be re-drafted.)

Defence Works

Infantry or artillery may occupy any form of prepared (eg an earthwork) or improvised (such as a wall) defence work. Any firing on troops occupying defence works is -2 on effect and in melee the defenders are +3 on their melee value. Mounted troops cannot attack or leap over defence works. Infantry column attacks or charges have no impetus against troops behind defence works Infantry crossing defence works are disordered whilst any part of their brigade/unit is in contact with that obstacle. Artillery fire can reduce the effectiveness of defence works on much the same basis as counter battery fire. A value is allotted to each section of the defence work This is progressively reduced by artillery fire hitting the section until it becomes useless to the defenders. The size of each section to be iven a defence value can vary, but as a suggestion, take a 2" length as being a basic unit with a value of 20 points.

After Melee

The melee will continue until a decision in casualties is reached. 5:6 is a draw, 5:7 is a result Once a decision is reached, the following rules apply:

The Loser
The losing side in a melee is pushed back as follows

    1st Push Back (i.e. following turn after melee)
    infantry 0.50 dice speed
    cavalry 1.00 dice speed

    2nd Push Back (i.e. pursuers maintain contact)
    infantry 0.75 dice speed
    cavalry 1.50 dice speed

    3rd Push Back (i.e. pursuers still in contact)
    infantry 1.00 dice speed
    cavalry 2.00 dice speed

    After three continuous push backs the brigade being pushed back will break and flee the field.

The Winner

The winning side has an option after a melee, either to just follow up (cavalry or infantry) or to follow up and fire (infantry), Either way, the winning side must follow up for at least one move, after which it may attempt to rally (see below).

Follow Up:

    1st Follow Up
    infantry 0.25 dice speed
    cavalry 0.50 dice speed

    2nd Follow Up
    infantry 0.50 dice speed
    cavalry 1.00 dice speed

    3rd Follow Up
    infantry 0.75 dice speed
    cavalry 1.50 dice speed

    Note that only three continuous push backs are allowed, as after this the brigade being pushed back will break and flee the field, while the winner must rally - see below

Follow Up and Fire

This option is available to winning infantry only. For each of the three possible follow up moves a dice is rolled.

Follow Up1 or 23 or 45 or 6
1st Follow Up0.5" and fire1.0" and fire1.5" and fire
2nd Follow Up1.0" and fire1.5" and fire2.0" and fire
3rd Follow Up1.5 " and fire2" and fire2.5" and fire

Any brigades contacted by their pursuers or other enemy formations whilst falling back, being pushed back or following up, are -6 in melee.

Note that only three continuous push backs are allowed, as after this the brigade being pushed back will then break and flee the field. The winner must rally - see below

It will be noted that the winners move more slowly than do the losers. This represents winning cavalry or infantry battling forward against an enemy that is slowly given ground. This is a follow up, not a full-blooded pursuit.

Rallying

(A) After Following Up

After the one compulsory move of following up, the unit(s) in question may, if required, try to stop and need to rally to do so. This is achieved by rolling a 5 or 6 on one ordinary dice and then spending that move rallying. If this is unsuccessful, another move of follow up takes place, after which a roll of 4, 5 or 6 is sufficient to rally the unit(s). Failing this, the third and last move of following up takes place, after which the unit(s) automatically rally. Note that units rallying are disordered, cannot fire and are -6 in melee.

(B) After Being Pushed Back

After the one or two moves (not three, as after three continuous push backs the brigade being pushed back will break and flee the field) of being pushed back, but then breaking contact for whatever reason, the unit(s) may rally. The unit(s) spend the same number of moves rallying as they were pushed back. Similarly, for that same number of moves again they can only move at half speed. Note that units when rallying are disordered, cannot fire and are -6 in melee.

Split Follow Ups

If the sequences of push back and follow up is broken, both sides remain stationary the following turn before any action is possible. Should the melee then resurtie, it is treated as the first round of a new melee.

If contacted whilst falling back or stationary, brigades are -6 in melee and may not fire.

Any brigade, whilst not suffering three consecutive push backs, which still receives a cumulative total of six push backs over the game as a result of broken or interrupted sequences, will break and flee the field at full speed for type after the sixth push back, taking no further part in the game.

Winners After Continuous Push Backs

The winning brigade(s) must, after three continuous push backs, rally for that same number of moves and have a like number of moves at half speed before they can again move at the speed applicable to their type. Troops attacked whilst rallying are -6 in melee and may not fire.

Odd Results

Odd results can happen. Say a following up brigade contacts its defeated enemy after one or two moves of pursuit and is defeated, which is possible. The following up brigade is now the loser; the pushed back brigade the winner. The 'new' losers falling back as per first move of follow up and the 'new' winners rallying on the spot resolve this. Both brigades then remain stationary for the next move Troops attacked whilst failing back or rallying are -6 in melee and may not fire.

Pursuits

If a unit in melee routs, its attackers will automatically pursue it at the normal dice controlled normal speed for their type (the exception to this being after three consecutive follow up moves see above). To check this pursuit - if so desired - the owner of the pursuing units rolls one ordinary dice for each the units

* 6 is required to halt after one move of pursuit
* 5 or 6 after two moves
* 4, 5 or 6 after three moves

Following this: Pursuing infantry units must, after three moves, halt and rally for that same number of moves to re-organise before they are once again capable of concerted action. Pursuing mounted units must, after three pursuit moves, halt and rally for that same number of moves to re-organise and have a like number of moves at half speed (i.e. one dice) before they can once again move at the proper speed for their type and be once again capable of concerted action. This extra limitation once again represents the allowance for 'blown' horses.

Routs

The only causes of a unit routing are the lowering of morale, receiving three consecutive push backs or six cumulative but isolated push backs. If this is during a melee its attackers (see above) will pursue that unit. If the unit's morale falls to rout level away from a melee, it is unlikely that there will be a pursuit and certainly, it is not incumbent on the opposition to do so. A unit will continue to rout at full speed for its type - no dice need be rolled therefore - until it reaches the table edge, when it is removed from play.

Morale

Morale is continuous and directly controlled by the number of troops left in a brigade. Morale is never tested as such, but is ever present. As a brigade loses troops, so its morale declines.

Morale Status: (Figures remaining in a unit)

British Foot Guard Battalion
24 - 16 figures left OK
15 - 08 Halt
07 - 00 Fall back

British & Allied Infantry Battalions
16 - 11 figures left OK
10 - 08 Halt
07 - 00 Fall back

Skirmisher Battalions & French Infantry Battalions
18 - 12 figures left OK
11 - 06 Halt
05 - 00 Fall back

Prussian Infantry Battalions & All Cavalry Regiments
12 - 08 figures left OK
07 - 05 Halt
04 - 00 Fall back

Divisional Cavalry Units
06 - 04 figures left OK
03 - 02 Halt
01 - 00 Fall back

Some Definitions

Charging

Charging troops have increased movement. A charge has impact bonuses, but must always result in contact and must be followed by two moves at normal speed.

Disordered

A brigade that is crossing an obstacle is disordered for as long as any part of that brigade is in contact with the obstacle, Such bri,ades move at half speed, cannot fire and are -6 in melee.

Failing back/Following up/Push back

Any brigades contacted by their pursuers or other enemy formations whilst falling back or followed up are -6 in melee and may not fire. Brigades falling back or pushed back move at half speed, or as governed by appropriate rules. Brigades winning melees push back their opponents and move at the speed(s) set out in the rules. Winnim, regular infantry have the option to follow up and fire. Note that infantry in good order may also fall back at half speed (no firing), facing the enemy.

Pursuit

Winning units must rally after inflicting a third continuous push back, so pursuits are rare. If required however, pursuits are conducted at full speed, All pursuing troops are disordered and cannot be rallied.

Retiring

Brigades can be ordered to retire. This takes two game moves for infantry brigade, four moves for cavalry brigade/units. An infantry brigade turns 180 degrees and then moves at half speed, finishing with backs to the original facing direction. Another 180 degree turn is then required on the following move. The brigade is disordered during this two move sequence. A cavalry brigade turns 90 degrees in one move and then another 90 degrees in the next, finishing with backs to the original facing direction, After any subsequently required movement (at normal speed, not disordered), two more 90 degree turns are then required to turn the brigade/unit around once more, The brigade is disordered during both turning sequences.

Rallying

Troops attacked whilst rallying are -6 in melee and cannot fire.

Mark 9 Edition: July 2000

Appendices

Appendix 1: Unit sizes in figures

    Mounted staff one mounted figure
    British Foot Guards Fixed block of 24 figures in two lines
    Infantry in two lines Fixed block of 16 figures in two lines or two strips of six figures
    Infantry skirmishers 3 - 6 figures in a single line
    Infantry in 3 rank block Fixed block of 18 figures in three ranks of six
    Cavalry three strips each of four figures, placed in column
    Divisional cavalry six figures, one rank of four, one rank of two
    Artillery pieces one gun plus three crew
    Foot artillery teams Fixed block of four team horses plus a limber
    Horse artillery teams Fixed block of six team horses plus a limber

Note that where possible, we have preferred to use the 'figure blocks' provided by Irregular Miniatures. This is purely a personal choice, for the company also produce perfectly adequate strips of six infantry figures which aid painting and can be grouped in line or column with equal effect. Just for interest, for British, Hanoverian, Brunswick, Prussian and Dutch Belgian infantry we use the two rank line blocks; French and Dutch Belgian militia are three rank blocks.

Appendix 2: Base sizes in millimetres

UnitFrontageDepth
Mounted staff2020
British Foot Guards4015
Infantry in two lines3015
Infantry skirmishers3015
Infantry in 3 rank block2025
Cavalry2040
Divisional cavalry2020
Artillery pieces1020
Foot artillery teams1530
Horse artillery teams4515
Ammunition wagons4015

These are just suggestions, the base sizes have no real bearing on the rules. Basically, the frontage is sufficient to mount the figures, the depth allows for the figures' base and some marking to indicate the name of the unit. The bases are simply cut from Imperial (or was it Russian?) Green picture mounting card, which saves painting the bases. The unit's designation is carefully added to the base with white paint and a steady hand.

Acknowledgements

Over the years a number of people have assisted in the development of these rules. Firstly Charlie Wesencraft who first drew our attention to the Melee/Firing Table. It turned out in casual conversation some years later that Charlie had the Table from somebody else and had been impressed as us with the concept, To that now unknown person, thank you.

Our good friend Charles S Grant has commanded the French at many a Napoleonic action and has made a number of useful contributions to the rules, as well as 'walking the field' with us on a number of visits to Waterloo. The members of The Rayners Lane Wargames Group have played many a game using these rules and made frequent suggestions, but in spite of these, we carried on. We must also mention Philip Haythornthwaite, whose seemingly limitless knowledge on the period has steered us to a satisfactory decision on a number of occasions.

Finally to Ian Kay at Irregular Miniatures, 3 Apollo Street, Heslington Road, York Y01 5AP thanks for the great figures.

To all these good folk and others we've almost certainly forgotten, thank you one and all.


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