CODE NAPOLEON

By Peter Anderson



SCALE: Code Napoleon is a grand tactical morale game in which the basic units are infantry regiments. cavalry regiments and artillery companies (batteries). The table is gridded with a six inch square pattern. 6" on the tabletop equals about 250 meters. One turn represents about 30 - 60 minutes One 25mm figure represents about 100 men.

ORGANIZATION: Infantry are organized into regiments of 6 stands each. Cavalry are organized into regiments of 4 or 6 stands each. If the regiments are very small, then a brigade may be used instead. Artillery are organized into batteries representing 6 to 12 guns with their crews.

Infantry and cavalry are organized into Divisions of 2 to 6 regiments. Each infantry Division must (and cavalry Division may) include one or more artillery batteries. A Corps consists of 2 - 6 Divisions of infantry and/or cavalry, usually with a Corps artillery reserve. Corps commanders may directly command their artillery reserve. Army commanders may directly command Divisions of Elite troops and also the army artillery reserve without an intervening Corps commander. It is highly advisable to avoid intermingling the troops of different divisions, especially with those of another corps!

All figures are mounted on stands with the same frontage (1.5 - 2'), except artillery which are mounted with a 50% greater frontage, and divisional generals. Although the number of figures mounted on a stand has no effect on the game, generally the following are used:

STAND TYPE MOUNTING STAND FRONTAGE STAND DEPTH
Infantry 1 figure 1.5 to 2" 1"
Specialists 2 figures 1.5 to 2" 1"
Cavalry 2 figures 1.5 to 2" 1.5 to 2"
Limbers (optional) 2 horses, 1 limber 1.5 to 2" as needed
Corps & Army Commanders 2 figures 1.5 to 2" 1.5 to 2"
Divisional Generals 1 figure 1" 1.5 to 2"
Light Artillery (3/4lb) 2 crew figures, 1 gun 2.25 to 3" 1.5 to 2"
Field Artillery (6/8/9 lb) 3 crew figures, 1 gun 2.25 to 3" 1.5 to 2"
Heavy Artillery (12+ lb) 4 crew figures, 1 gun 2.25 to 3" 1.5 to 2"
The command stand of each unit should be labled with the units identification.

ROSTER: An order of battle is drawn up for each side. Each unit has the number of hits it can take marked on the OB, and its morale grade is indicated by using the color of its unit dice (see blow). All hits suffered are recorded on the OB. No figures or stands are removed, except when a unit has used up an its hits, at which time the unit is removed from play for the rest of the game. The loss of hits otherwise does not change the unit's effectiveness.

UNIT TYPE
Hit Boxes
UNIT DICE ARTILLERY 4 STAND 8 STAND
POOR D6 YELLOW 1 2 4
GREEN D8 GREEN 2 3 4
REGULAR D10 WHITE 2 3 5
ELITES D12 RED 2 4 6
GUARDS D20 BLUE 3 4 6

INFANTRY TYPE UNIT DICE HIT BOXES SKIRMISH? POINTS
Militia Line Inf. D6 4 no 3
2nd rate Line Inf. D8 4 no 4
1st rate Line Inf. D10 5 no 6
Militia Light Inf. D8 4 yes 5
Light Infantry D10 5 yes 8
Sharpshooters D10 5 yes 10
Rifles D10 5 yes 12
Grenadiers, Lt Foot Guards D12 6 yes 12
Heavy Foot Guards D20 6 yes 18

Cavalry Stand Type Unit Dice
Hit Boxes
Skirmish?
Point Cost
. . 4 Stand 6 Stand . 4 Stand 8 Stand
Militia Cavalry, Cossacks D8 3 4 Yes 6 8
Mounted "Rifles" D8 3 4 Yes 7 9
Line Light Cavalry D10 3 5 Yes 9 12
Hussars D12 4 6 Yes 14 18
Lancers D10 3 5 Yes 9 12
Dragoons D10 3 5 No 12 15
Cuirassiers D12 4 6 No 16 21
Guard Lancers D12 4 6 Yes 14 18
Guard Dragoons D12 4 6 No 16 21
Guard Light Cavalry D20 4 6 Yes 18 24
Guard Heavy Cavalry D20 4 6 No 20 27

Artillery Stand Type Unit Dice Hit Boxes Point Cost
Militia Artillery D8 1 1
Line Foot Artillery D10 2 2
Line Horse Artillery D12 2 3
Sappers, Pontoniers D12 2 4
Guard Foot Artillery D20 3 4
Guard Horse Artillery D20 3 5
Guard Sappers D20 3 5
.
Light Battery (3/4 lb) . . 4
Field Battery (6/8/9 lb) . . 6
Heavy Battery (12+ lb) . . 10

. RATING AND POINT COST
Generals 0 +1 +3 +3
Major General 4 pts 6 pts n/a n/a
Marshal/Lt. General 8 pts 12 pts 16 pts 20 pts
Army Commanders 16 pts 24 pts 32 pts 40 pts
Suggest no more than 20% of points to be artillery; no more than 20% of any arm of the army to be guards, no more than 20% of light infantry to be sharpshooters and/or rifles; no more than 2% of stands in army to be specialists.

INITIATIVE: At the start of each tum,each side rolls a D10 and adds the rating of its commander in chief to the die roll. The high score may choose to take the first or second initiative phase that turn. Each side may take no more than 3 minutes per division under its command for planning and executing its moves (not including calculating combat).

INITIATIVE PHASE SEQUENCE

1) Command Step: Opponent checks your army for any units which are outside of command radii . (pg 4)
2) Charge Step: Any charges or attacks into melee are declared. Enemy units may react to charges. (pg 6)
3) Movement Step: Other units may move. Cavalry that elects not to move may place react markers. (pg 5)
4) Cavalry Reaction Step: Enemy skirmished fight cavalry may drive off skirmish infantry (pg 7). Enemy cavalry with react markers may charge any troops that just moved or changed formation within 2 1/2 squares of thern.
5) Artillery Fire Step: Fire (including batteries being attacked) is resolved, including rnarking of hits and execution of morale failures. (pg 8)
6) Small Arms Fire Step: Fire (including regiments being charged) is resow ed. decking marking of hits and execution of any morale failures (pa 8)
7) Melee Step: Melees are fought out. (pg 9)
8) Breakthrough Step: for units that charged and won their melees. (pg 7)
9) Rally/Rest Step: Make Rallying attempts, if any. Attempt to rebuild regiments, if any. Remove disorder markers from units that did not move. (pg 8)
10) Construction Step: Engineering tasks are completed. (pg 11)

After the first side completes one such initiative phase, the second side does the same. This completes one turn.

COMMAND:

A General's rating modifies various rolls for units under his command and within his influence. A General is attached to any unit(s) under his command that he is physically in contact with. The General's rating and rank deterine his command radius:
GENERAL's RATING
INFLUENCE
GENERAL'S COMMAND 0 +1 +2 +3 RATING
Division 2 3 N/A N/A 0 (Attached)
Corps 4 5 6 7 1
Army 8 10 12 14 1 1/2

It is very important that units remain within the command radii of their commanders. Each regiment or battery must be within the command radius of its Divisional commander. The Divisional commander must stay within the command mains of the Corps commander, and the Corps commander must stay within the command radius of the army- commander. The measurement is blocked by enemy units

Units which are out of a command radius may only advance at 1/2 speed, and may not charge, nor change formation. They may not place new react markers. They may fire and may retreat or move towards their divisional commander at full speed including any necessary facing chages.

GENERAL CASUALTIES
HIT BY FIRE
HIT IN MELEE ROLL D10 WHENEVER GENERAL MODIFIES EFFECT ROLL:
ON A ROLL OF "1", ROLL D10 AGAIN:
Killed Killed 1,2
Wounded Captured 3,4
Wounded Wounded 5,6
Unhorsed Wounded 7,8
No Effect Unhorsed 9,10

Generals move 1/2 distance wounded. A wounded general's command radius is reduced to zero for 3 turns. Two wounds kill a general. Movement for unhorsed generals is 1/2 speed for 1 turn. All units under a general who is killed captured are, of course, out of his command. A replacement arrives at the end of the 3 rd turn after his loss - roll for ratings on the random table using a D6!

RANDOM ROLL SYSTEM: ROLL D10 FOR EACH GENERAL FOR RATINGS
SCORE MAJOR GENERAL MARSHAL, LT GENERAL COMMANDER IN CHIEF
1 0 0 0
2 0 0 +1
3 0 +1 +1
4 0 +1 +1
5 0 +1 +2
6 0 +2 +2
7 0 +2 +2
8 0 +2 +3
9 +1 +3 +3
10 +1 +3 +3
Alternatively, historical ratings may be used.

MOVEMENT: Movement allowances are dependent upon the unit's formation:

  • Infantry (and dismounted cavalry) may adopt March Column, Attack Column, Line, Skirmish, and square formations.
  • Cavalry may adopt Line, Skirmish, and March Column formations.
  • Artillery may adopt Line (unlimbered) and March Column (limbered) formations Light Artillery are 3- 4 Ibers, Field Artillery are 6/8/9 lbers, and 12 lbers ard heavier batteries are Heavy Artillery
Cavalry which are in good order and don't move during their movement segment may instead place a react marker. This will allow the unit increased flexibility in responding to enemy charges and other moves. The react marker is removed as soon as the unit makes any kind of movement.

MOVEMENT LINE COLUMN SKIRMISH ROAD FORCE
MARCH
SQUARE
INFANTRY 1 1/2 2 1/2 2 1/2 4 5 0
HVY CAVALRY 4 n/a n/a 6 8 n/a
LT CAVALRY 5 n/a 5 7 10 n/a
HEAVY ARTY 1/2 2 n/a 4 5 n/a
FIELD ARTY 1/2 2 1/2 n/a 5 6 n/a
LIGHT ARTY 1 3 n/a 6 7 n/a
HORSE ARTY 1 4 1/2 n/a 7 8 n/a
GENERALS 6 6 6 8 10 n/a

  • All troops may fall back at 1/2 speed facing the enemy.
  • Limbering, unlimbering, mounting, dismounting, and changing formation all take 1/2 move.
  • Only Horse Artillery may move 1\2, unlimber, and fire.
  • Firing must take place at the end of the move.
  • Forcemarching units must roll unit die score of 4+ increased by + 1 for each prior attempt regardless of success and reduced by the rating of one general within his influence radius of the unit. If the unit fails, it halts after 1 regular move and loses 1 hit box.
  • Units may sideslip +/- 45 degrees from straight ahead.
  • Facing Changes cost 1/2 Square for every 45 degrees, except no cost for skirmishers.
  • Morale retreats made by a unit prior to its movement phase have no effect on its movement for that phase.

SQUARE GRID: Moving through the side of a square costs 1 square, while moving through an angle (diagonal) costs 1 1/2 squares. A square may be occupied by 1 infantry unit, OR 1 cavalry unit, PLUS any number of generals.

FORCEMARCH; A unit may forcemarch if it starts and ends in March Column formation and does not move through terrain except open ground and/or gentle slopes. Artillery may only forcemarch once a day. Other units may forcemarch more than once

INTERPENETRATION; After charges. moves are made one division at a time until all divisions have been moved (this may be modified for larger or multiplayer games). Formed units may interpenetrate skirmishers and unlimbered artillery. Skirmisher infantry may interpenetrate all other troops. Skirmisher cavalry may interpenetrate skirmishers, cavalry, and artillery but not formed infantry. All other interpenetrations are not allowed, and will disorder both units if they are forced (such as by morale failure). A gap of 1 square will allow retreating units to pass without:having to interpenetrate

FORMATIONS

March Column: consists of stands one behind another, one abreast. It may not initiate melees, and is severely penalized if attacked. It is more vulnerable to fire. Units must be in March Column while moving and start and end on the road to use the road movement rate All the stands count in melee.

Square: All around formation with no flanks or rear. Fights very well against cavalry, but not as well against infantry, And very vulnerable to fire. May include artillery. All the stands count in melee.

Line: regiment deployed 2 or 3 stands wide and 2 stands deep

Skirmishers: light infantry and light cavalry regiments deployed as skirmishers prevent friendly small arms and canister fire. To count as skirmishers, there must be 2 stands deployed in each square. The stands of a regiment must be deployed in adjacent squares. Skirmishers are more difficult to hit with fire, but are vulnerable in melee. Deployed skirmishers screen friendly and enemy fire through their squares. If other formations may end their turn in the same square as the skirmishers, the skirmishers lose this screening ability and cannot fire themselves.

Artillery: Up to 2 Artillery Bakeries may occupy one square. Both batteries must have the same facing. Limbered llery moves as column, unlimbered artillery u line. If artillery share a square with a formed infantry or cavalry unit, It then the artillery may not fire or use road column rnovernent. CHARGES: Disordered units test first, if they fail, opponent need not test. Otherwise, both units check simaltaneously. A unit die roll of 4+ (6+ if disordered) is needed to attack/stand. The roll may be modified by +? by a general if able. If the attackers fail, they move In the distance to their target and then halt. Any unit that fails loses 1 hit box and becomes disordered. To initiate a melee, the attacker moves one or more units into the square containing the unit to be attacked. The last square of movement must be made directly perpendicular to the units front. Only one unit may enter the target square from each adjacent square - thus the maximum number of attacking units possible is 8. At the conclusion of a melee, a maximum of 1 infantry or cavalry unit or 2 artillery units may remain. If the attacker brought additional units into the square under attack, the surplus units must withdraw back one square to the square they entered from. The target of the charge men choosh to attempt to react to the charge, if desired.

In order to count the melee and/or morale effects of flank and rear attacks, the attacking unit must start with its center already behind the flank or rear of the target unit. (see diagrams).

Opposing cavalry with react markers may attempt to charge against enemy cavalry attacking friendly units within one regular move's distance. This is done by checking reaction to initiate a charge as above but attempts to countercharge in response (by the actual target unit(s)) are determined first. In either case, movement is pro-rated, with the responding or reacting cavalry starting to move at the same time as the attacking cavalry.

REACTION BY DEFENDERS: Unit die roll of 4+ to react (6+ if disordered). Only modifier is +2 tor General.
* If failed, become disordered (If already disordered unit loses 2 hit boxes and is forced back 12" )

INFANTRY:

  • Turn and face when attacked from one direction only
  • Form square when attacked by Cavalry from any direction
  • Withdraw one move if skirmisher (No fire if successful! )
CAVALRY:
  • Turn and face when attacked from one direction only.
  • Countercharge up to one regular move against a charge upon itself, even if no react marker. Cavalry w/ a react
  • marker need not check reaction to countercharge.
  • Charge any charging enemy cavalry w/in 1 regular move distance if the unit has a react marker.
  • Remount
ARTILLERY:
  • Turn and face when attacked from one direction only.
  • Fire at medium range. then run to Infantry unit within 1 square, abandoning guns
  • Fire at medium range. limber, and retire 3 squares if horse artillery.
  • Fire double canister with a +2 modifier to hit and to effect. Misfire if fails.
FIRE AT CHARGERS: Defending Infantry, Artillery, and dismounted or stationary cavalry may fire at their attackers after all charge and reaction checks have been made. The attackers must be to their front after any reactions have been completed. Use all the standard applicable modifiers, plus the +2 modifier for double canister if applicable. Fire is issued at a range of 1 1/2 squares, or the range to the attacker at the start of the charge if closer.

BREAKTHROUGH: Open to units that charged end won.

INFANTRY:

  • May chage facing and/or formation.
  • May move up to 1 regular move to attack the enemy. Enemy units may attempt to react as above.
CAVALRY: Must roll a unit die score of 4+ (6+ if British) or they must continue to attack. Add 2 to the die rod if there is a general attached to the unit.
  • Change face and/or formation including dismounting.
  • Move up to 1 regular move to attack the enemy.
  • Rally back up to I regular move along the path of the charge.
SKIRMISH CAVALRY - MAY ATTEMPT TO DRIVE OFF SKIRMISH INFANTRY ADVANCING TO WITHIN 1/2 SQUARES - CAVALRY ROLLS UNIT DIE:
DIE ROLL RESULT SPECIAL EFFECTS
1 FAILS CAVALRY ROO ON EFFECT TABLE
2,3 FAILS NONE
4,5,6,7,8,9 SUCCEEDS INFANTRY MUST WITHDRAW TO 3 SQUARES FROM CAV
10 SUCCEEDS AS ABOVE PLUS INFANTRY ROLLS ON EFFECT TABLE

CAVALRY REACTION: Cavalry w/ react markers may attempt to charge infantry or artillery moving or changing formation w/in 2 1/2 squares. Roll as per charging.

FIRE: Artillery and small arms fire by formed troops is line of sight. +/- 45 degrees from front. Skirmishers may fire if +\- 90 degrees from front, but each square is considered individually for eligibility to fire. A unit in skirmish order may thus fire at up to 3 different targets. Units in buildings fire as Line. Artillery fire is performed prior to small arms fire.

PROCEDURES: The target unit rolls its unit die. If it rolls less than the number required (as determined from the table below and all applicable modifiers) it suffers a score The target unit then rolls its unit die again to find the effect of the score. The result is applied immediately.

FIRING UNIT
TARGET UNIT
MUSKET 1.5 RIFLE 2.5 SQUARE COLUMN LINE ARTY,SKIRM SOFT COVER HARD COVER
SQUARE 4+ 3+ 2+ 1+ 1+ 0+
ATTACK COLUMN, CAV 5+ 4+ 3+ 2+ 2+ 1+
LINE 9+ 8+ 7+ 5+ 5+ 4+
SKIRMISHERS 6+ 5+ 4+ 3+ 3+ 2+
LIGHT ARTILLERY 2/4/6 9+ 7+ 4+ 8+ 6+ 3+ 7+ 4+ 2+ 6+ 3+ 1+ 6+ 3+ 1+ 5+ 2+ 0+
FIELD ARTILLERY 2 1/2 /5/7 1/2 10+ 8+ 5+ 9+ 7+ 4+ 8+ 5+ 2+ 7+ 4+ 1+ 7+ 4+ 1+ 6+ 2+ 0+
HEAVY ARTILLERY 3 / 6 / 9 11+ 8+ 5+ 10+ 7+ 4+ 9+ 5+ 2+ 8+ 4+ 1+ 8+ 4+ 1+ 7+ 3+ 1+

Disordered firing subtract 1 from score required
Light Infantry in line firing Add 1 to score required
Sharpshooters, Guard Artillery firing Add 1 to score required
Double Canister against chargers Add 2 to score required

EFFECT OF SCORE DIE ROLL MODIFIERS
DIE ROLL MORALE STATUS LOSSES DISORDER? . .
1 ROUT 6 SQUARES 3 HIT BOXES YES DISORDERED -2
2 FORCED BACK 3 2 HIT BOXES YES MELEED FLANK/REAR -2
3 FALL BACK 1 1/2 2 HIT BOXES YES ENFILADE FIRE -2
4 SHAKEN (HALT) 2 HIT BOXES YES DOUBLE CANNISTER -2
5+ GOOD 1 HIT BOX NO SCORED ON BY SKIRMISH
GENERAL
+2
+?

Gunners abandon guns when routing, or if forced back by charge or melee. All retreats are to be made within +/- 45 degrees of directly away from the source of the score, away from other enemy, and as much towards the retreating units baseline as possible. If necessary, a retreat may be made at up to 90 degrees from the source of the check, but the unit loses an additional hit box as stragglers. Otherwise, the entire unit surrenders.

RECOVER DISORDER: Automatic after 1 turn motionless without melee.

RALLY FROM ROUTED: Unit may attempt to rally once at the end of each motionless turn by rolling 6+ on a unit die - modify by -? for General. Unit loses 1 hit box if it fails. Routed units may only stand or retreat until rallied. They may not fire, and surrender if contacted by enemy troops.

REMOVE 1 HIT: Unit die roll of 6+ to restore 1 hit box. Unit can not move, change formation, fire, melee, or be disordered to roll. Mt it be over 3 squares from all enemy. Modify roll by -? for General.

MELEE: A melee is fought in rounds, with each side rolling for scores and effects similar to the procedure for firing. When either side retreats all of its units from a melee, that melee is over If neither side retreats after the first. round up to 5 additional rounds are fought until one or both sides retreat. If neither side retreats after 6 rounds, the attacker is moved back 1 square, and the melee is over. Cavalry attacking infantry and/or artillery may break off a melee after any round by falling back 3 squares without any further penalty.

MELEE: Unit Rolling> MARCH COL SOFT HARD LIGHT HEAVY .
Opponent is: SKIRMISH LINE COLUMN SQUARE COVER COVER CAV CAV GUNS
SKIRMISHER 6+ 4+ 4+ 5+ 4+ 3+ 3+ 2+ 6+
LINE 8+ 6+ 5+ 7+ 5+ 4+ 4+ 3+ 8+
COLUMN 8+ 7+ 6+ 7+ 5+ 4+ 5+ 4+ 8+
SQUARE 8+ 5+ 5+ N/A N/A N/A 8+ 8+ N/A
SOFT COVER 7+ 7+ 7+ N/A N/A N/A 8+ 8+ N/A
HARD COVER 10+ 8+ 8+ N/A N/A N/A 9+ 9+ N/A
LT CAVALRY 9+ S+ 7+ 3+ 4+ 3+ 6+ 5+ 9+
HVY CAVALRY 10+ 9+ 8+ 4+ 4+ 3+ 7+ 6+ 9+
GUNS 4+ 3+ 2+ N/A N/A N/A 2+ 2+ N/A

Hit in Flank or Rear Add 2 to score required
Outnumbered 3:1 in stands Add 2 to score required
Outnumbered 2:1 in stands Add 1 to score required
Cavalry not charging Add 1 to score required
Infantry vs Lancers Add 1 to score required
Cavalry vs Lancers Subtract 1 from score required
Uphill, charging downhill Subtract 1 from score required
Multi-unit Melees: When 2 or more units are in a melee with a single enemy unit, the side with the multiple units determines which of its units the enemy will consider for the base number for rolling for a score. The side with the single unit picks which of the enemy units will have to roll for a score.

For example, if a line of infantry is attacked by an enemy infantry column and a heavy cavalry regiment, the attacker may choose to have the defender roll for an 8+ base number based on the cavalry, while the defender chooses to have the infantry column roll for a 5+ base number (rather than having the cavalry roll for a 3+). Remember to include the modifier for numbers if applicable. If the side with the one unit is successful] in repulsing the attack of one unit , it must continue fighting the remaining unit(s) until all of the units involved on one side have retreated or been eliminated.

TERRAIN EFFECTS TABLE
.
MOVEMENT
COVER
CAVALRY
TERRAIN TYPE INFANTRY CAVALRY ARTILLERY SKIRMISH FIRE MELEE CHARGE
Orchards - - - - - Soft No
Open Woods - -1 square N/A - Soft Soft No
Dense Woods N/A N/A N/A -1 square Soft Soft No
Rocky/Broken -1/2 square -1/2 square -1/2 square - - Soft (SK) No
Ploughed Fields -1/2 square -1 square -1 square -1/2 square - - No
Hedgerows Linear Obst Linear Obst Can't Cross - Soft Soft -
Fences Linear Obst Linear Obst Can't Cross - - Soft -
Stone Walls Linear Obst Linear Obst Can't Cross - Hard Hard -
Works Linear Obst Linear Obst Can't Cross - Hard Hard -
Villages/Towns - - - - Hard Hard No
Narrow Bridge March Col March Col March Col - $ $ No
Wide Bridge Column Column Column - $ $ Yes
Gentle Hills -1/2 square -1/2 square -1/2 square -1/2 square Special Special Special
Steep Hills -1 square -1 square* -1 square* -1 square* Special Special Special
Cliffs N/A N/A N/A -2 squares# Special Special No
Marshes -1 square N/A N/A -1 squares# Soft Soft No
Severe Swamps N/A N/A N/A -2 squares@ Soft Soft No
Fords/Fordable Str -1 square -1 square -1 square -1 square Special Special -
Lakes/Rivers N/A N/A N/A N/A - - No

Explanation of terms and special cases:

No charges: "Not charging" penalty in melee for any cavalry in, moving through, or attacking into or out of the specified terrain.

Linear Obstacle: Costs 1/2 square to cross, unit is disorganized until it spends 1/2 move motionless to reorganize. Heavy Cavalry must roll a unit die score of 4+ or lose 1 hit box. Artillery may not cross.

Fords and Fordable Streams: Units in or passing through this turn may not fire. If attacking a unit on the opposite bank, count as if that unit were in hard cover.

Severe Swamps: If a unit moves in the swamp, it must roll a unit die score of 4+ or lose 1 hit box.

Hills: allow overhead fire as follows: any friendly enemy units that are closer to the firer than to the target may be fired over. Melee benefit to unit uphill, charged from downhill, or charging downhill, Heavy Cavalry and Foot Artillery may not ascend or descend steep slopes.

Bridges: Narrow bridges must be crossed in Column of March, wide bridges may be crossed in Attack Column.

Villages and Towns: Each model building represents a cluster of structures. For simplicity's sake, buildings will not be destroyed Troops firing out of buildings fire as if in Line formation. Troops attacking out of buildings count as disorganized Cavalry may not attack out of buildings

Designers Notes for Code Napoleon

Like Hal, I really enjoy writing and revising wargame rules. I can hardly claim to be very original as I borrow concepts from anywhere and everywhere. Code Napoleon is a morale game having its origins in Don Featherstone's "new" rules which were first outlined in his 1988 book "Featherstone's Complete Wargaming". In this type of rules, no figures are removed until the unit loses all combat effectiveness, when the entire unit is removed from play. Hits up to that point do not diminish the unit's effectiveness unless they also cause a rout or disorder. A roster is used to track the hits, minimizing clutter on the tabletop. Some wonderful adaptations of the concept were published in MWAN #61, 62, and 68. My version for the Napoleonic Wars owes the most to Brent Oman's "A Day of Battle" in #61 - although not a new concept, I loved the idea of using different types of dice for different quality units with the various combat tables. Between the dice concept and the tables themselves, the number of modifiers is kept to a minimum, and the game plays fairly quickly. I originaly wrote the rules for a conventional tabletop, but I've always been a fan of wargame rules using a gridded tabletop because of the way it accelerates play and eliminates arguments. I thank my exposure to Charlie and Dave Sweet's house rules for this. If you don't like a gridded tabletop, just multiply all the measurements in squares by 4" to convert them. I'm presently toying with grafting some of Bob Jone's initiative sequence and morale chip ideas from Picquet onto this framework!

And so it goes Any questions or comments may be directed to: Peter Anderson, 69 Blueberry Hill Dr., Bridgewater, CT 06776.


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