L'Ordre Mixte
A Napoleonic Variant for Fire & Fury

By Steve Burt



Reprinted from The Citadel, newsletter of the Northwest Historical Miniatures Gaming Society, Autumn, 1997, with the kind permission of editor mark Serafin.

This is a Napoleonic supplement to the excellent Fire and Fury rules set for the American Civil War. It allows players to simulate Corps and Army level combat in the Napoleonic wars. The basic unit is the brigade, and the rules emphasize playability

  • The following are the main differences from Fire and Fury:
  • Musket range is shorter than the ACW, and guns are slightly less effective.
  • 2d6 are used instead of 1d1O. This gives a less random distribution, and reflects the generally greater discipline of Napoleonic armies as compared to the volunteers and conscripts of the War Between the States. The tables have been adjusted appropriately.
  • I have designed the rules for 25mm troops, which is what I use. But you will see that the distances are much the same as for the Fire and Fury rules using 15mm.
  • There is provision for selected 'light brigades to operate entirely in open order. Such brigades fulfill a role not unlike that of dismounted cavalry in the ACW.
  • Formation changes are easier (again reflecting greater discipline), but advance to contact is harder. It is harder to move in bad going.
  • Various national characteristics are reflected by factors added to or subtracted from Maneuver, Fire and Melee rolls.

Scales

1 Base = 400 men for 25mm, or,
= 200 men for 15mm
1 Gun Model = 10 guns
1 Move = 30 minutes
1" = 50 yards

Organization

Figures are organized in Brigades, each of which consists of a command base (with flag) plus one or more other bases. Cavalry are based in twos on a 40mm square base. Infantry in fours on a 30mm x 40mm base. Guns are based on 60mm square when deployed (60x80 for 12pdr), 40x80 for limbered foot and 40x120 for limbered horse guns. Skirmishers are based on 60x40.

For identifying brigades, I recommend sticking a piece of plastic card about 20mm x 5mm vertically on the back of the base, like a small label. You can then write on this the name of the brigadier with an OHP pen, and wipe off the name after the battle. Use pens of the same color as the divisional commander to identify who belongs to which brigade. This seems a better system than sticking labels under the base.

Skirmishers

Brigades designated 'fight may deploy all their bases (except the command stand) in open order. Such brigades may only operate in single line formation. Skirmishers suffer no penalty in rough going, but cannot use roads. It takes half a move to go into or out of skirmish formation. Skirmishers may also be deployed as Permanent Detachments

Troop classification

As well as the Veteran/Average Raw classification which effect brigades' morale levels, troops may be classified as Guard or Militia. Guard get a +1 on Maneuver & Melee, Militia a -1. It is possible to have Raw Guards or Veteran Militia, so this gives a total of 9 classifications.

Command and Control

A commander who is not in command radius of his superior has his command radius reduced by one grade. A poor commander loses his command radius completely. Check command and control for commanders at the start of the move. Mark out-of command commanders.

Command Radius is 8" for a division leader (12" if exceptional, 6" if poor), 18" for a corps leader (24" if exceptional, 12" if poor).

Maneuver Table

Roll for each brigade wishing to move. Disordered brigades MUST roll.
Score Good Order Disorder
<1 Retire full move Quit the field
2,3 Disengage out of
musket range
Broken, lose base & retire
4,5 , Hold ground (no FC) Wavering - hold in disorder
6,7 Tardy Half move
(may FC)
Shaken - Rally &
Hold Ground
8,9,10 Well Handled Rally & 1/2 move (may FC)
11> Well handled Rally with Elan!
May not move within 2" of enemy unless contacting
May only contact enemy on Well Handled or Rally with Elan.

Formation changes

Changing from any formation to any other takes a half move, but no base may exceed a normal move if doing this. If a base has to move further than a turn's full movement, the formation change takes a full move (and may not be done if 'Tardy' was rolled).

Movement

Troop Type Normal Road Rough Obstacle
Infantry 12" x2 x1/2 -3"
Cavalry 18" x2 x1/3 -3"
Leaders 18" x2 x1/2 -3"
Footguns 8" x3 x1/3 -4"
Horse guns 12" x3 x1/4 -6"

Passage of lines costs 3" for Infantry or cavalry, 6" for guns. (Skirmishers may pass through & be passed through without penalty).

A unit which tries to move and fails in bad going becomes disordered.

Modifiers

+1 if in column or Guard
+2 Fresh
+2 Attached exceptional corpstdivision leader
-2 Spent
-1 If Austrian, Prussian before 1809, Spanish,Militia
-2 Close order troops moving in bad going
- 1 Out of command radius
-2 More than a normal move from commander
+1 per attached corps or division leader, or exceptional brigadier

Legal formations are:

LINE - single line of bases, command stand on the right (Only formation if skirmishers). Infantry only.

SUPPORTED LINE - two deep, command stand at right front

COLUMN OF ROUTE - single column of bases, command stand at the front (this is the only formation which can use roads)

COLUMN OF ATTACK - two wide column. Infantry only.

Melee

Eligible stands
  • All except march column count all stands
  • March column only counts first two stands
  • Lines may count 2 deep
All eligible stands on both sides may fire before a melee.

Charge Table

Difference Effects
7 Swept from the field. Defenders retreat full move disordered/silenced. One stand captured, one flees,or more Leader & battery captured if present One extra stand is captured for each difference over 10. Attackers break through & must charge half mo
4 to 6 Driven Back. Defenders retreat disordered/silenced beyond musket range.
One stand flees. Battery damaged.
Attackers may carry position or break through.
1 to 3 Hard Pressed. Defenders disordered and recoil 2".
Batteries silenced & withdraw beyond musket range.
Attackers carry the position
0 A Desperate Struggle. Both sides disordered & lose 1 stand.
Roll again with adjusted modifiers.
-1 to -3 Assault checked. Attackers disordered & recoil 2"
-4 to -6 Assault falters. Attackers retreat in disorder beyond musket range. One stand flees. Charge repulsed.
Attackers retreat a full move in
-7 or less Charge repulsed. Attackers retreat a full move in disorder & one stand flees.
One leader & stand captured.
An extra stand is captured for each difference over -1.0.

Fallen Leaders

Roll Result
2 Felled by sniper
3 Crushed under falling horse
4 Mortally stricken
5 Shot dead in the saddle
6 Grievously wounded
7 Disabled
8 Coolly ignores the fire No effect
9 Horse killed. No effect
10 Staff officer struck No effect
11 Coat pierced but unscathed No effect
12 Mere flesh wound No effect

Both sides roll 2 dice and add or subtract factors as shown below. The difference (attacker - defender) is then cross referenced with the Charge Table.

Modifiers
+1 Attached leader or exceptional brigade commander (not cumulative)
+2 Fresh
-2 Spent
+1 French or any cavalry charging
+1 Russians defending
+1 Cavalry
+1 Armored cavalry
+1 Lancers charging
+1 supported (friends w/i 1/2 move to rear)
+1 Breakthrough charge
-1 Outnumbered 3:2
-2 Outnumbered 2:1
-3 Outnumbered 3:1 or more
-1 Disordered
-1 Low on ammo
-1 Each stand lost during fire phase or desperate struggle
+1 Defending hill, ford, woods
+2 Defending sunken road, stone wall, buildings
+3 Defending trenches or fieldworks
-3 Defender outflanked.
-5 Defender surrounded.
+1 Guards
-1 Militia

Detachments

A Detachment is a single base. It may only ever be deployed in hard cover. Detachments are of two sorts - temporary (made by a brigade to defend cover) or permanent (made at the start of a scenario). To make a temporary detachment or for a detachment to rejoin its brigade, counts as a formation change. The base is placed in cover up to 1 move away from the parent brigade A detachment may not move except to rejoin its parent brigade. It may fire and melee normally, although it may never initiate melee. Detachments ignore disorder results, and are destroyed by any other result. Permanent detachments (e.g. groups of riflemen in houses) may not move at all.

Fire Combat

Firing ranges and points
Infantry 4" - 1 . . .
Rifles 6" - 1 . . .
Artillery - Foot 4" - 10 12" - 3 18" - 2 24" - 1
Artillery - Horse 4" - 8 8" - 3 12" - 2 29'- 1
Artillery - Heavy 4" - 12 16" - 4 24" - 2 32" - 1
(Canister range is 4" in all cases)

Only one rank of bases can fire EXCEPT before charge combat is resolved, when two ranks involved in the combat may fire.

Musketry & Cannonade Table

Fire Points Desultory Lively Telling Deadly Withering
1/2 0-10 11+ . . .
1 0-9 10+ . . .
2 0-8 9-11 12+ . .
3 0-8 9-10 11+ . .
4 0-7 8-10 11+ . .
5 0-6 7-9 10+ . .
6,7 0-5 6-8 9-11 12+ .
8,9 0-5 6-8 9-10 11+ .
10,11 0-4 5-7 8-10 11+ .
12-14 0-3 4-6 7-9 10+ .
15-19 0-2 3-5 6-8 9-11 12+
20-24 0-1 24 5-7 8-10 11+
25-29 0 1-3 4-6 7-9 10+
30-34 . 0-2 3-5 6-8 9+
35-39 . 0-1 2-4 5-7 8+
40-44 . 0 1-3 4-6 7+
4549 . 0 1-2 3-5 . 6+
50+ . 0 1-2 3-4 5+

Effects

Desultory No effect
Lively Target disordered, Artillery silenced
Telling Target disordered & one base lost.
Artillery damaged & silenced.
Deadly Target disordered & two bases lost.
Artillery wrecked.
Withering Target disordered & three bases lost.
Artillery wrecked.

Fire modifiers

x1/2 Disordered or low on ammo. Damaged battery firing. (Artillery low on ammo may only fire canister)
x2 Enemy enfiladed or in column of route
+1 Enemy in column of attack, supported changing formation
+1 Firing at cavalry, limbered artillery.
+1 British in single line firing
-1 Target in soft cover
-1 Target skirmishers, staff officers, unlimbered artillery (Only if target in open ground)
-2 Target in hard cover
-3 Target in entrenchments

Special Fire Effects

A roll of 11 or 12 before adjustment means that firers are low on ammo, and that the target suffer an officer casualty (roll on the 'Fallen Leader table'). A brigade which is low on ammo must withdraw of musket range. A battery must limber up and back a move as if silenced. As soon as it is range of any enemy, the marker is removed end of the friendly move).


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