by Chris Wilkowski
Eagles to Glory is a set of rules for Napoleonic grand tactical war gaming. The player commanders will take on the roles of Army and Corps commanders. The rules are designed to be easily learned and all the charts and key pieces to play are contained on two pages (one page, front and back). The focus of the game and ultimately success on the battlefield is derived from the employment of Napoleonic tactics and strategy. Scale Designed for use with 15mm figures.
Types of Units Eagles to Glory uses 6 different types of units and 5 different morale or quality classes. The 6 different unit types are: Infantry, squared infantry (infantry in a formation to defeat cavalry charges), heavy cavalry (cuirassier, carabinier, and heavy dragoons), light cavalry (hussars, chasseurs, chevaulegers, uhlans, dragoons, and lancers), horse artillery and foot artillery. The 5 different morale classes are: Class A - Guard, Class B - Elite, Class C - Veteran, Class D - Green, Class E - Militia. Turn Sequence1. Issue Orders : Each division commander will determine if the division might move in the current turn. An order is issued to that effect represented by placing 1 Division Effectiveness Point (DEP) near the division commander. Each division in the game can have a maximum of 48 DEPs to start with (maybe less depending upon the scenario). It will cost a division, one DEP to maneuver in a given turn. Potential charges are declared by placing a Cavalry Charge Point (CCP) near the charging stands. Cavalry counter charges are declared by placing a CCP near the charging stands. Infantry may attempt to square either now or during the movement phase. Divisions that are 36" or more away from the enemy and do not move, will receive a rest point. Two consecutive rest points will add one back to the DEP (48 is still the maximum). 2. Initiative : The overall commanding generals for each side, will roll 1 ten sided die. The commander with the highest die role will have choice of moving first (Side A) or second (Side B). Tie rolls will need to be re-rolled. If all of a sides divisions are within command radius of their respective division commanders, that side will receive a +1 to the initiative roll. If all of a sides division commanders are within the command radius of their corps commanders, and the division commander is withincommand radius of the division, that side will receive an additional +1 to the initiative roll. If all of a side's corps commanders are with the command radius of the army commander radius, that side will receive a +1 to the initiative roll. It is possible if the entire chain of command is in place and within command radius, that a side could receive a total +3 to the initiative roll.
In Eagles to Glory, individual commanders are not rated based upon their abilities (i.e. Napoleon on the table, the French get a +27 to any die roll, etc). It is felt that the player commanders will bring their own strengths and weaknesses to play. The Command Radius table is used reflect national characteristics and staffing. 3. Bombardment : All pre-move artillery fires will be resolved for both sides. Artillery fire is considered to be simultaneous. If a battery fires during the bombardment phase, it may not fire during the combat phase. Horse artillery may still move. Mark each battery that fires with cotton to designate that it has fired. 4. Side A Move : Side A will begin moving any or all units that have orders (I DEP placed by the commander) by division. Each division commander (for moving units) will roll 1 ten sided die and cross reference the result to the Maneuver Table applying any appropriate modifiers to movement. All units of that division can move based upon the result. Forward movement results are the maximum that may be moved by any and/or all units of the division. A unit may move less. All backward movement results must be fully moved by all units of the division. A hold ground result means no movement at all by any units of the division. 5. Side B Move : Side B will now move any and/or all units by division in a similar manner to side A above, for divisions that have order. NOTE : any DEPS placed on the table as orders for a division are spent (lost) even if the division does not move. 6. Combat : All artillery fires will be resolved for both sides. Artillery fire is considered to be simultaneous. After all artillery fire is resolved all infantry and cavalry combat is resolved including charges. The infantry and cavalry combat is considered to be simultaneous. Each stand may attack only once (exception is cavalry break through charge) in a turn but may be attacked several times. Loses will be removed from the table and 2 DEPs subtracted from the division for each stand lost. 7. Repeat : The turn (representing 15 minutes of real time) is not complete. To continue, go back to the issue orders step (#1 above) and repeat the turn sequence until one side has won or the time limit is reached. Playing Aidsa. Division Effectiveness Stands : For each division deployed on the game table, one of these is required. It is a stand with wooden or plastic dowels, 1" tall, glued vertically. This will act as a tool to track Division Effectiveness Points (DEP) and to record the decrease in effectiveness due to maneuvering over the course of a day and losses due to combat. It will also be used to track Cavalry Charge Points (CCP). It is suggested that three dowels be mounted 1/2" apart. One dowel will be used for DEP ones (1-10). One dowel will be used for tracking DEP tens (10,20,30,40). The last dowel will be used for tracking Cavalry Charge Points. Other than tracking Division Effectiveness and Cavalry Charge Points, it serves no other purpose (ie it is not a target nor does it enter into combat). These stands are placed at the edge of the table for reference. The alternative to this concept is good old bookwork and using a spreadsheet to track division effectiveness. b. Markers : You will need a quantity of number 10 washers. A package of them should be inexpensive and easily obtained at your local hardware or discount store. Primarily these markers (washers) will be used to track Division Effectiveness Points (DEPs). Each division in the game can have a maximum of 48 DEPs to start with (maybe less depending upon the scenario). It will cost a division, one DEP to maneuver in a given turn. Each turn represents 15 minutes of time. 48 DEPs gives us 12 hours of movement. Each unpainted/silver washer is equal to one DEP. Each stand that is lost during combat will result in the loss of 2 DEPs. So as a division takes losses, the division effectiveness will steadily decrease. When DEP equal zero, the division is removed from play. We will color code some of these washers to be used for different types of additional markers. Colors used are blue red, , white and black. 1. Light blue is used to represent 10 DEPs (equivalent of 10 unpainted / silver washers). Up to four will be stacked on the second dowel above (equals 40 DEPs). One light blue can be exchanged for 10 silver anytime. 2. Yellow is used to track rest points. Every turn a division does not move and is more than 36" away from the enemy, it could receive a rest point. During the orders phase, if a division is not going to move and is more than 36" away it can receive a yellow marker, or rest point. If it has a rest point from the previous turn, that rest point is traded in for a DEP (silver washer). So for two consecutive turns that the division does not move, it can get one DEP back. Should the division have a rest point and orders are issued to move, they will lose the rest point. They are not accumulated for more than one turn. This means that a division will never have more than one at any given time. 3. Red is used to track Cavalry Charge Points (CCPs). Each cavalry element (division or squadrons attached to a division) has a maximum of three cavalry charge points. This will limit the number of charges available to a cavalry unit. Ten DEPs from the cavalry element may be exchanged for an additional CCP. 4. Green is used to track Command Re-Rolls. A division, corps or army commander may have some of these command markers. These can be played at any time and allow the division a dice re-roll for maneuver or combat if within command radius. The army or corps commander may also pass down to a division within command radius for a maneuver or combat re-roll. The army commander (or corps if it is the highest level of command in the game) may also play a green marker for an initiative re-roll. 5. White is used to track Command Maneuver Bonus Points. A division, corps or army commander may have some of these command markers. These can be played during the maneuver phase and allow the division a +2 maneuver bonus for all units within division command radius. The army or corps commander may also pass down to a division commander within the army or corps command radius for a +2 maneuver bonus. 6. Black is used to track Command Combat Bonus. A division, corps or army commander may have some of these command markers. If the commander is attached, playing a black marker will add +10 attacker modifier or -10 defender modifier (either/or, not both). If a commander is not attached, and a black marker is played, divisions within the command radius will receive a +5 attacker modifier or -5 defender modifier (again, either/or per division, not both). `Attached' is determined by the number of stands the command stand is touching. To determine the number of markers for each commander a ten sided die will be needed.
b. Corps Command - roll ten sided die and divide the result by 2, rounding fractions up (1 or 2 equals 1, 3 or 4 will equal 2, 5 or 6 will equal 3, 7 or 8 will equal 4 and 9 or 10 will equal 5). This will be the total number of markers the corps commander may have. The commander gets choice of silver, green, white and black. c. Army Command - roll ten sided die and this is the number of markers (choice) the army commander gets. MovementMovement is conduced in inches. Each stand has a base movement rate and is listed in the table to the right. The infantry movement rate equals approx. a half a mile per turn (15 minutes) or about 2 miles per hour. Movement Ranges
Heavy Cavalry 12" (Horse Artillery) Light Cavalry 14" (Leaders) Artillery (foot) 8" (Wagons) A stand may move forward or backwards up to a 45 degree angle. More than that will cut the movement rate by 4 inches. A stand may wheel up to 45 degrees without penalty. More than that will cut the movement rate by 4 inches. A stand may about face (change direction 180 degrees) without penalty as long as the unit is not disordered. A lateral move (left or right) will cost 6 inches. If a division has orders (1 DEP was expended in the orders phase), all the units (stands) of that division may move. Each stand will have its own base movement. To move, the division commander will roll 1 10 sided die, modify the result with the movement modifers and cross reference to the maneuver table. A description of how movement will be effected is given. Maneuver Table (at right) Retreat - Each stand must move back away from the enemy the standard movement rate x 2 (an infantry unit would have to move back 16". The unit is now disordered and marked as such and is facing away from the enemy. Fall Back - Each stand must move back away from the enemy the standard movement rate x 1. The unit is disordered and marked as disordered. The unit will continue to face the enemy. Disengage - Each stand must move back half the standard movement rate and will face the enemy. Hold Ground - No movement. Half Move - Each stand may move up to half the standard movement rate (may move less) forwards or back. Full Move - Each stand may move up to the standard movement rate (may move less) forwards or back. Move & Half - Each stand may move up to one and a half times the movement rate (or less) forwards or back. Double - Each stand may move up to double the standard movement rate (or less) forwards or back. The 10 sided die roll is the starting point for determining how are you will be able to move a stand. That die roll will be modified, either up or down based upon the following Modifiers, and these are cumulative: Grade A Units +1 All Guard units will have a plus 1 to the die roll, making for an easier time moving Grade B Units +1 All Elite units will also have a plus 1 to the die roll, making it easier to move forward DEP > = 36 If the division currently has 36 Division Effectiveness Points or more, plus 1 to the die roll Cavalry +1 If the stand is a cavalry unit, add 1 to the die roll Cavalry Charge +1 If the stand is a cavalry unit and it is conducting a charge (spending 1CCP) add 1 to die roll Enemy > 36" +1 If the nearest enemy unit is greater than 36 inches away (2 miles) add 1 to die roll Enemy > 72" +2 If the nearest enemy unit is greater than 72 inches away (4 miles) add 2 to the die roll (you may not take both the 36" plus and the 72" plus together) Road Movement +2 If the unit starts on the road and ends on the road, add 2 to the die roll (note : in this case the unit is considered to be in column and there are negative combat effects) Grade E Units -1 All units with a morale grade of E (conscript) subtract one from the die roll Out of Command All units that are outside the command radius of their division commander subtract one from the die
Disordered When a unit is disordered (from a previous movement), subtract 1 from the die roll Movement is rolled for by the division. Modifiers (movement and terrain) and actual movement effect individual stands. Example : a division of 8 battalions of infantry has expended 1 DEP (has orders) and the division commander rolls for movement. A modified result of 7 is rolled. That means all units (battalions) may move up to 8". The division commander may move some, none or all units up to 8" (or less depending on terrain an changes in direction). A retreat, fall back or disengage result must be fully moved by all affected units. Terrain Modifiers
Forest 2" for every 1" Bridge 2" for every 1" Ford 2" for every 1" Terrain modifiers to movement effect individual units (stands). Example : a division of 8 battalions of infantry has received a modified die roll of 7 and gets a full move of 8 ". Half the division is moving through a forest. For every inch moved by the units in the forest, 2 " is expended. The forest will not effect the movement of the rest of the division. Zones of Control Each unit exert a zone of control that extends out from the stand 1 inch in all directions. This is doubled to 2 inches inside cities and inside forests. This zone of control represents the skirmishers, the unit being further dispersed in the case of cities or forest or the desire to attack the nearest enemy unit. When a unit enters an enemy zone of control movement must stop and may not change facing. A unit wishing to advance into combat may continue on forward until the stands are touching (if it has the movement to do so). The zone of control will always stop forward movement. A unit may retreat, fall back or disengage out of a zone of control. Infantry Squares Infantry may go to square as a defense against cavalry. There are two times during a turn that a unit may square. A unit may attempt to go to square during the orders phase when charges are declared (the expenditure of 1 DEP is not required). This requires a successful die roll. Take the range in inches to the nearest enemy unit and divide that number by 2. This is the base number to beat. Add to that modifiers from the maneuver table. The die roll must be equal to or less than the modified number to successfully go to square. Failed attempts disorder the unit. The other time a unit may go to square is during regular movement (requires the expenditure of 1 DEP). It will costs 4" to go to square during the movement phase. Units in cities or forest may not square. Units that are disordered may not square. Units that are squared are considered to have no flank or rear (no facing). Units that are in square, may unsquare during the movement phase for a cost of 4". Units that are in square need to be marked in some way to note that they are in square. It is recommended that a pipe cleaner be folded 3 times to make a square and then to place this marker over the unit that just squared. Cavalry Charge Cavalry charges are declared during the `orders phase'. One DEP and one CCP (cavalry charge point - red washer) must be played for a cavalry unit to charge. The direction of the charge and potential target must be declared and it must be in a straight line (by stand) in the direction that the stands are facing. The charging unit must advance (during the movement phase) towards the enemy by the most direct route. The charging unit may wheel (up to 45 degrees) before moving forward to charge. The charging unit may oblique towards the enemy in a direct path (up to 45 degrees). The charging unit must halt immediately upon making contact with the enemy. The charge may not be through forests, cities, swamps, other units or anything else that would break up the formation. Disordered units may not charge. Counter charges may be declared after charges or after break through charges are declared. Counter charges will cost the counter charging unit 1 DEP and 1 CCP to execute. Charging cavalry is allowed 1 break through move following a successful attack (E or D result) using the Maneuver table. An additional CCP is not required for a break through charge. All other charge rules apply to a break through charge. If the charging cavalry move less than half of a regular move and no combat takes place, no charge marker is expended. Over half, the charge marker is expended. When all charge markers have been expended or when a unit's DEP is less than 28, the cavalry is considered to be blown and is penalized as such the remainder of the game. CombatCombat occurs after both sides have completed all of their movement. Artillery combat is resolved first. Artillery, which did not fire in the bombardment phase or move during the movement phase in the case of foot artillery, may fire at any targets within range. Horse artillery may fire and move or move and fire. All artillery fires are resolved and treated as simultaneous combats. Next, resolve all surviving infantry and cavalry combats, including cavalry charges. These combats are considered to be simultaneous. Each stand can be the Attacker only once and the Defender many times in a given round of combat. Each stand may only attack once, and only if it is within range of an enemy stand. Each type of stand has a range in inches. Infantry is 1", cavalry is ''/z", horse artillery 10" and foot artillery 14". There are six types of units for combat: infantry, squared infantry, heavy cavalry (cuirassier, carabinier, and heavy dragoons), light cavalry (hussars, chasseurs, chevaulegers, uhlans, dragoons, and lancers), horse artillery and foot artillery. Lancers and uhlans charge attack as heavy cavalry, otherwise they are treated as light cavalry. Each stand has a 90 degree arc of effectiveness that extends out to the front of the stand. Flanks and the rear each have 90 degree arc as the example above demonstrates. Stands, i.e. units may only attack enemy units to their front. The attacker identifies the target within range. Then looks up on the Combat results table the type of stand that is attacking in the left had column under Attacker. Cross reference to the right, to the appropriate Defender type. Under the headings for the Defender Types are two letters, E and D. E stands for eliminate and D for disengage. Under the E and D headings are a series of numbers that correspond with the different attacking types. Having found the correct numbers by cross referencing the attacker type and the defender type, the attacker then rolls two ten sided dice (2d10 - either of different colors or a set of percentage dice). One die will represent the tens and one die will represent the ones. This will result in a number, a percentage from 1 to 100 (00). If the number rolled is less than or equal to the number (modified) in the E column, the defender is eliminated and will be removed from play (after it has attacked if it can). If the number rolled is less than or equal to the number (modified) in the D column, the defender mush disengage and move back, away from the attacking enemy `'/z of a regular move (after it has attacked if it can). If the number rolled is higher than either of these two numbers, the attack has no effect this turn. Combat Results Table Modifiers are used to modify the E and D numbers based upon certain factors. The key is to apply the appropriate modifiers to the numbers found in the E and D columns when cross referencing attacker type and defender type. The modifiers are cumulative and are applied based upon the factors for the attacker and defender. The modified numbers are the ones that must be rolled under to either eliminate or disengage the enemy. Below is a breakdown with a brief description of each modifier. Attacker Class A (Guard) Unit Attacking +10
Example 1 : an infantry unit is attacking an enemy infantry unit up a hill. The initial starting numbers for infantry attacking Vs infantry defending are E = 20, D = 35. Applying the Defender Up Hill modifier of -5 to the chart, results in an E = 15 and D = 30. If the attacker rolls (2d10) less than or equal to 15, the defender is eliminated and is removed from play. If the attacker rolls less than or equal to 30, the defender must disengage and moves backwards away from the enemy, facing the enemy 1/2 regular move, or 4". Example 2 : a guard unit (Class A) is attacking an militia unit (Class E) that is defending a town. The initial starting numbers for infantry attacking V s infantry defending are E = 20, D = 35. Applying the Class A attacking modifier of +10, Class E defending +10, and defending infantry in a city -10, results in modified numbers of E = 30 (20+10+10-10) and D = 45 (35+10+10-10). So the attacking Guard unit has a 30% chance to eliminate the defending militia or a 45% chance to drive them back 4" out of the city. Example 3 : an elite heavy cavalry unit (Class B) is charging a disordered green infantry unit (Class D). The initial starting numbers for heavy cavalry attacking Vs infantry defending are E = 40, D = 65. Applying the Class B unit attacking modifier of +5, cavalry charging +30, Class D unit defending +5 and disordered unit defending of +10, results in E = 90 (40+5+30+5+10) and D = 115 (65+5+30+5+10). So the attacking cavalry unit will have a 90% chance to eliminate the green infantry unit and if the green infantry unit is not eliminated it must disengage and moved backwards 4" away from the attacking cavalry. The attacking cavalry then has the option to execute a break through charge. Victory PointsAt the start of the game, specific terrain features or objectives should be given victory points (examples - this town = 150 points, the hill top 50, etc). Each stand is also worth victory points. So for each enemy stand you eliminate you will acquire points. These points are weighted based on stand quality, cost to equip, train and replace. Point Values (Per stand)
From the table above, you can see that each battalion of infantry is worth 20 points. A battalion of French Guard infantry is worth 40 points (infantry 20 + Class A 20). Heavy cavalry is worth 100 points or the equivalent of 5 battalions of infantry. Optional RulesHidden Movement Movement is masked until seen. A 2"x4" marker (flag stand?) is created for each division in the game. You will also need a number of similar markers for dummy units (50% of actual divisions - so if you have 6 divisions, you will also need 3 dummy markers for a total of 9 markers). On the bottom of each, write the Corps and Division of the unit or leave blank for dummies. Do not place any stands on the field or play, just the markers. Roll for each division on the maneuver table like normal. You will also need to roll for each dummy marker. At the point one of your markers is within the line of site & 36 inches of an enemy unit, the marker is replaced with all the stands for that division or removed if a dummy. Reconnaissance and Screening Two of the missions of light cavalry were reconnaissance and screening. Any light cavalry stands that you would like to use in reconnaissance should be placed on the field of play. They can move independently of their parent unit (division). Any reconnaissance cavalry unit that comes within 36 inches of a marker (see above) will see that unit and it will become unmasked. Light cavalry stands can also be used to screen your markers. Deploy your light cavalry stands on the table. Each stand has a 1 inch zone of control which will block the line of sight. So a cavalry stand that is 1-1/2" wide will block 3 - 1/2 " of line of sight (1" left and I" right). Deploying 3 cavalry stands 2" apart will effectively screen 10-1/2". Smoke The gunpowder used during the Napoleonic Wars created large banks of white smoke when discharged by battalions of infantry or batteries of artillery. If there was little or no wind, the smoke would hang think in the air and reduce visibility and fire effectiveness. To represent this on the battlefield, you need to determine wind strength and direction. Wind strength should range from none, moving to slight, to moderate to strong. Roll a 10 sided die. If the result is 1 - 3, there is no wind; 4 - 6 slight wind; 7 - 8 moderate wind; and 9 or 10 the wind is strong. If there is no wind, smoke will be present for 3 turns. If the wind is slight, it will be present for 2 turns and drift 4 inches the 2nd turn. If the wind is moderate, it will last for 1 full turn and then dissipate. In strong wind the smoke will be of little effect. In the case of slight wind, you will need to determine the direction of the wind to adjust for drift (On a 10 sided die; 1 = North, 2 = Northeast, 3 = East, 4 = Southeast, 5 = South, 6 = Southwest, 7 = West, 8 = Northwest, 9 = parallel to the long table edge, 10 = perpendicular to long table edge). Wind should not be rolled for more than once an hour (every 4 turns). After it has been initially set, it should not go up or down by more than one step (slight could go to moderate or none, but not to strong). It should not change direction more than one step, left or right. To represent smoke on the battlefield use cotton balls or cotton batting and place them in front of all stands involved in combat that turn (and in the case of slight, it will move 4"). If there is smoke between two units in combat, include a -3 modifier to the Combat Results table to reflect the effects of smoke. Engineers Engineers performed many different tasks while in the field with the Army. Two critical ones were bridging streams and rivers and creating fortified positions (using chevaux de frise, gabions, trenches, etc). In either case, an engineer stand can construct 1 inch of fortified position or bridge per hour (4 turns). Supplies Supply was a critical component to success on the battlefield. Maintaining you lines of supply (to either your home country or nearest depot) was of paramount importance to maintaining an army in the field. Yes, it is true, some armies lived off the land but how many villages could produce 10,000 musket balls overnight? Without going into a great deal of detail, every army needs a tail. This tail would represent baggage, food, drink, clothing, ammunition, powder, forges, bakeries, fodder and the dozens of other necessary items for the army and its men. On the battlefield, use a model of a wagon mounted on a stand to represent the supply wagons for one division (there should actually be approx. 1 wagon for every division on the table, plus an additional one for each corps. The wagon must be maintained with corps command radius. A wagon is worth 200 victory points each. The wagon has no combat value and is considered captured and / or destroyed when an enemy stand is in contact with it at the end of a complete turn (before the next orders phase). Weather Weather played many unique rolls in Napoleonic battles. Rain and the subsequent mud hindered Napoleon on the field at Waterloo. Snow played havoc on the armies at Eylau. Early morning fog delayed many a battle. Each can be easily represented within the scope of Eagles to Glory. Use the following table to recreate the effects of weather on the battlefield: CampaigningEagles to Glory is very conducive to running a campaign. There are two additional points that should come into play; Casualties Even though a stand was removed from play due to combat, it did not suffer 100% casualties. Which ever side won the battle would recover a higher percentage of their lost units. 50% (1/2) of the stands lost in combat for the winning side would be available for duty the next day. 20% of the stands lost in combat for the winning side would be available for duty at the end of 1 week (7 days). An additional 10% would be available for duty at the end of 1 month (30 days). 40% of the stands lost in combat for the losing side would be available for duty the next day. 20% would be available at the end of 1 week and 10% would be available at the end of 1 month. Rates of March Rates of march varied by nationality. This is especially evident over prolonged periods of time. Use the table below for plotting map moves as each side maneuvers into position. Nationality : Miles Per Day
Back to MWAN # 125 Table of Contents Back to MWAN List of Issues Back to MagWeb Magazine List © Copyright 2003 Hal Thinglum This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |