Throne of Bayonets

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Throne of Bayonets

A Napoleonic Wargame

Preface

“[T]he superiority in number in a fire combat produces no preponderating effect….This result


is of the utmost importance, for it constitutes the basis of that economy of forces in the
preparatory destructive act which may be regarded as one of the surest means to
victory….Hundreds of times a line of fire has maintained its own against one of twice its
strength.”

“[A]s a rule at the conclusion of the combat with firearms, the close combat must be resorted
to in order to put the enemy to flight”

“The destructive effect of the close combat is in most cases extremely insignificant, very often
it amounts to nil;”
Carl von Clausewitz (Trans. Graham) Guide to Tactics

“Indeed, unless cavalry action resolved itself into a complex of single combats, it was pretty
harmless to the participants.”
John Keegan The Face of Battle (New York, 1976)

Introduction
Does the world require another set of Napoleonic wargames rules? Doubtless an end to famine and a
cure for cancer are more urgent, but whilst I am working on those two it seemed that a unique and
novel Napoleonic wargame would help at least a small portion of humanity find the wait easier to bear.
I like a set of rules to tell me what it is trying to do in the introduction. This lets me get a quick idea of
whether I’m likely to enjoy the game, and therefore helps me to decide whether or not to buy. Most
rules allow only 5 minutes action in a 15 minute turn in order to ensure that battles last more than 20
minutes; this set uses a realistic time and ground scale to allow very quick action – sometimes – but it
also ensures that a lot of time is spent in waiting for orders or in indecisive firefights and half-hearted
cavalry charges. To make this workable you have to be able to play a lot of turns, so I’ve made the
rules very simple, with a minimum of tables and dice roll modifications. In playtest, players using up to
a division each proved able to fight in close to real time, even in their first game.
Command and control is a compromise. In the service of simplicity, there are no written orders, but the
number and variety of things a Unit can do without direct orders from a general is very limited. Order
breaks down quickly when troops try to fight – very quickly with poor troops. Preserving good order is
fundamental to the general’s task in this game and to keep an attack moving will require strong
leadership from the front. This gives some kind of simulation of Napoleonic generalship, which was
characterised by even very senior officers such as Wellington, Blucher or the Archduke Charles
intervening to supervise critical attacks or rally the troops in threatened spots.
Although this is a corps game, I’ve retained individual battalion formations (albeit simplified from the
real thing). The fact that Napoleonic battalion tactics can be replicated with miniatures is one of the
things that makes the period attractive to wargamers, and I believe that rules sets which lose this
feature (although defensible enough on first principles) lose a lot of the period flavour we look for.
Infantry fire is effective over much greater ranges than in most other wargames. I believe that
wargamers have been too impressed by the inaccuracy of individual musket fire over much more than
50 yards, and paid too little attention to the long range at which musket fire was actually opened during
the Napoleonic wars. At 800 yards you would have to be very unlucky to be hit by a musket ball
someone had aimed at you, but with 800 men aiming in your general direction you have plenty of
chances to be unlucky. The Fire Zones system ensures that all the fire on the battlefield can often be
resolved by rolling just 2 or 3 handfuls of dice; there’s no need to resolve each battalion or gun that
fires separately. Most musketry is fairly ineffective, but a battalion that is kept in hand can deliver a
devastating volley at close range.
Finally mechanics are based on throwing lots of dice and looking for success numbers. I’ve found that
games which work like this are usually perceived as ‘simple’ even when (like Warhammer for TM

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instance) they are actually very complex. There didn’t seem to be much point in writing rules that
people didn’t enjoy playing. Hopefully this will help.

Force Organisation
These rules are designed for corps-level games. On average, each side should be from 1-4 divisions.
Each 25 or 30-mm square Base represents about 200 infantry or 120 cavalry in about 60 files, or up to
4 guns, so battalions, regiments and batteries are typically represented by 2-5 Bases. Organisation into
Brigades and Divisions should follow historical practice in each army – which varied quite widely over
time. Examples are given in Appendix 1.
Infantry and Cavalry may be classified as either Heavy, Line or Light. Heavy cavalry have additional
effect in melee but Heavy Infantry have no additional advantages. Heavy troops cannot skirmish under
any circumstances, and Bases of Heavy cavalry or infantry may not voluntarily leave their parent Units,
even if Activated (they may be forced to leave if the Unit is Dispersed as a result of combat or a Morale
Test). Light infantry and cavalry may deploy as skirmishers with a Battalion Initiative and do not
require an Activation to do so. Line infantry and cavalry may deploy as skirmishers, but only if
specifically Activated to do so by an Officer.
Heavy Artillery is the most effective, but can only be moved when limbered, it cannot be manhandled
even to rotate slightly in order to alter the direction of its Fire Zone (This means that, unlike Line or
Light artillery, it cannot be moved when Dispersed). Line artillery is less effective but can be
manhandled if Activated to do so. Light artillery can be manhandled and can be formed into Units with
infantry or cavalry.

Scales
Scales are as follows:
1cm = 20 yards
1 Base = 60 files of infantry or cavalry, or up to 4 guns (or the limbers and other vehicles of a
whole battery).
1 turn = 10 minutes
Any figure scale can be used, although it will be hard to get more than one 25mm figure onto a Base,
which will lead to battalions about four figures strong, which may not suit many tastes. The rules
therefore work best with 15mm or 6mm figures. I put four 15mm infantry or two to three cavalry on a
Base, which is spacious, and one gun with 3 or 4 crew, which is cramped.

Measuring
In general, issues of precise measurement or alignment are less important in this game than they are in
DBX games. It will speed play and make for a more realistic simulation if players avoid precise pre-
measuring of the range to enemy units when conducting their moves or before determining whether to
open fire.

Setting up the game


Unless a specific battle is being re-fought, the terrain for the battle may be set up in any agreeable
manner. Players should agree that one player will be the defender, who has the choice of table sides
and sets up first, and the other will be the attacker and set up second. The area available for deployment
will vary depending on the size of playing area available, but we recommend that you should arrange
the deployment areas so they are at least 100 cm, and preferably 120 cm apart. This will be a squeeze
on a 4’ table…
Where space is at a premium, allow the defender to deploy anywhere at least 120 cm (or at a pinch 100
cm) from the attacker’s table edge, and have the attacker march onto the table edge on turn one.

Terrain and terrain effects


There are three forms of terrain: Good Going, Bad Going and Linear Obstacles. All terrain on the table
must be identified as one or other of these (except for unfordable rivers, seas, lakes and other bits of
terrain that troops aren’t allowed on to), but in some cases a single terrain piece could consist of more
than one. For instance a fordable stream would be a Linear Obstacle, but a broad, fordable river could
be treated as Bad Going, with each bank treated as a separate Linear Obstacle. A village might be
considered Bad Going, but the wall around it would be a Linear Obstacle.
All Linear Obstacles have the same morale effect, but Bad Going varies in effect. Whenever troops
attempt to cross a Linear Obstacle they accumulate one Morale Die if infantry, two Morale Dice if

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cavalry and three Morale Dice if artillery, and must take an immediate Morale Test. Failure means that
the troops do not cross (either because they cannot find a way across, or because their morale fails and
they take shelter behind the Obstacle) and they halt Disordered (Troops who were already Disordered
become Dispersed). Note that friendly troops are treated in a similar way to linear obstacles when a
compulsory or outcome move results in an involuntary interpenetration.
Troops who cross Bad Going accumulate additional Morale Dice. The number of Morale Dice
accumulated will vary for each area of Bad Going; very bad Bad Going (dense villages, swamps,
barely fordable rivers) will have a value up to 6, moderately bad Bad Going will have a value up to 3.
We suggest that all areas of Bad Going are nominated as either ‘very Bad’ or ‘moderately Bad’ at game
start, and a d6 or d3 is rolled to resolve how Bad the Bad Going is when the first troops enter it.
Some areas of Bad Going and some Linear Obstacles will provide cover against fire. Typically these
will be stone walls, solidly built villages, etc. Rules for the cover effect of such terrain are given under
the Fire Phase section on p. 6. These terrain features should normally be clearly nominated before the
game begins.

Skirmishers
Light and Line infantry and cavalry Bases may be deployed as skirmishers. Line troops must be
Activated in order to deploy, but Light troops can be deployed as a result of a Battalion Initiative.
Deployment always takes place at the end of the Movement Phase. The Bases deployed as skirmishers
may be moved up to a full move (this move is additional to any move they may have made as part of a
Unit which moved in the Move Phase) and may end that move facing in any direction chosen by the
owning player. If a skirmishing Base is moved into contact with another friendly Base, it ceases to be a
skirmisher and the Bases in contact are treated as a Unit (however if the Bases are from different
battalions or regiments, the rules for complex formations on p.3 will apply).
Skirmishing Bases fight only by creating fire zones and may never move voluntarily unless Activated
by an Officer. If contacted in melee, skirmishing Bases fight exactly like other troops, and make
outcome moves in exactly the same way. For all practical purposes, Dispersed troops and skirmishers
work exactly the same in these rules.
Use skirmishers to impose Fire Zones on the enemy whilst keeping as many of your troops out of his
Fire Zones as possible. To do this, you need to deploy the minimum number of skirmishers so as to
keep your own casualties down.

Formations

Formations for individual battalions, regiments or batteries


Infantry Units can be in line, column or square formations, cavalry Units can be in line or column and
artillery Units can be in limbered or unlimbered formation. We do not distinguish between different
kinds of column formation, and variants of the cavalry line, such as squadron echelons, are treated
simply as line formations. A line formation consists of any Unit which is at least 2 Bases wide and not
more than 2 Bases deep, with all Bases facing in the same direction. A Column is a formation one Base
wide and 2 Bases deep, or any formation more than 2 Bases deep. Unlimbered artillery should be
shown with the gun Bases in a single line, and the limber Base (there should be only one limber Base
per battery, which will be the Command Base) in Base-to-Base contact with the rear edge of the gun
Bases.
A square consists of at least 2 Bases back to back. Note that if a Unit of fewer than 4 Bases is formed,
so that the figures are not physically facing in all possible directions, the square can still fire from each
face. If the morale rules force a Unit in square to open fire, apply the test on page 10 separately to each
face to determine whether that face of the square opens fire or not.

Complex formations
A Unit may consist of Bases from more than one battalion, regiment or battery, and Units may even
consist of more than one type of Base. For instance a regiment of three battalions, each 4 Bases and a
Base of regimental artillery may all be formed into a single Unit as illustrated in figure A.

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Figure A: A Complex Formation

To count as part of a single Unit, each battalion, regiment or battery must have at least one Base in
front-to-rear or flank-to-flank contact with another battalion, regiment or battery. Thus a line of three
infantry battalions each in flank-to-flank contact will be treated as a single Unit, as will a line of
battalions in column each in flank-to-flank contact, or a column of infantry battalions in line, each in
front-to-rear contact with the battalion in front. All the Bases forming the Unit must be from the same
brigade.
Troops may start the game deployed in complex formations, but if a player wishes to form one from a
number of Units during the game, then each Unit must be Activated in order to bring them into base-to-
base contact. Once all Units are in base-to-base contact, they must all be individually activated again
during the same turn in order to consolidate them into a single Unit. During this ‘consolidation’ turn,
none of the Bases in the unit may move or fire, and if any Base is obliged to fire by the morale rules,
then the consolidation move fails. Until the consolidation has been successfully completed, the Units
continue to be treated as independent Units which happen to be touching each other.
Complex formations can be very varied, but any formation which is at least two Bases wide (at its
widest point) and not more than 2 Bases deep (at its deepest point) will be treated as a line, and any
Unit which is more than 2 Bases deep at its deepest point (which will be most of them) will be treated
as a column. For instance the Unit represented in figure A (above) is treated as in column formation.

Breaking up a complex formation


A complex formation which has been Activated may break up into its parent battalions or regiments, or
one or more of the battalions or regiments may leave whilst the others remain in Base-to-Base contact
in the complex formation. Provided that all Bases at the end of the move are either deployed as
skirmishers, still part of the original complex formation, or formed in Units made up of Bases from a
single infantry battalion, cavalry regiment or artillery battery, then this is a legal move and there is no
need for a turn of delay or further Activations as when complex formations are formed.
A complex formation which becomes Dispersed as a result of a Morale Test is automatically
considered to have broken up, and must go through the process described on p 3 above in order to
reform into its original formation (although the individual battalions may reform under the rules
described on p.6 below).
The main advantage of forming large Units like this is that it allows troops to be Activated more easily,
however it also tends to concentrate more troops into the enemy Fire Zone if these large Units are
allowed to get too close to the front line. A single Unit formed from a brigade in a long thin line can be
very effective if you can find a large piece of Good Going to deploy it in and it consists of good troops,
but it will tend to Disperse very quickly in other circumstances.
Note that no matter how many Command Bases it may contain, no Unit may ever attempt a given
Battalion Initiative more than once.

Actions which can be undertaken at any time

Battalion Initiative
Any Unit which includes at least one Command Base can attempt a Battalion Initiative at any permitted
time during either the player’s own move or the opponent’s move (for convenience, we refer to
Battalion Initiative regardless of whether the Unit in question is infantry, cavalry or artillery).
Dispersed Bases and skirmishers do not constitute a Unit and therefore may never attempt Battalion
Initiatives. A Battalion Initiative may only be used to perform the following tasks:

Cavalry to Rally after combat Cavalry Units which fought a melee combat in the previous
turn (and have not been Dispersed) may attempt to Rally.
There is only one attempt; if this attempt to Rally fails, the
unit may not attempt to Rally again in subsequent turns. A
Rally is an optional move which allows the player to
determine whether the Unit will return to the starting position
of the charge (even if this would exceed its normal move
distance), move a full move to its rear, or remain in place.

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Cavalry end a Rally move facing the enemy, halted and


Disordered.
Charged cavalry to counter-charge This test is taken after the move has been measured and it has
been determined that a contact will take place. The counter-
charging cavalry are moved forward so that the 2 Units
contact each other half way between their starting positions,
however they may not change their formation in any way.
Disordered troops to Reform This test can be taken only during the player’s own Morale
Phase. Note that Dispersed troops cannot use a Battalion
Initiative to Reform; each Base must be individually
Activated by an Officer.
Halted infantry to open fire This test may be taken at any time, but takes effect only
during the player’s next Fire Phase. If the test is successful,
the troops may fire with full effect even if the Test was taken
in the Fire Phase itself.
Infantry to form square This test can be taken at any time. If successful, the infantry
form square immediately but Disordered Units remain
Disordered.
Infantry in column to form line This test can be taken if the column has come under infantry
fire. If successful, the infantry form line immediately facing
the enemy infantry who have fired on them (their choice of
which infantry, if under multiple fires) but Disordered Units
remain Disordered.
Light Troops to deploy as skirmishers This test can only be taken at the end of the player’s own
Movement Phase. Note that if the Unit is a mix of Light
troops and others (e.g. a battalion with schűtzen) then the
troops deployed as skirmishers must be Light, but the
Command Base and other Bases in the unit need not. Also
note that once deployed as skirmishers, the troops cease to be
part of the Unit as they are no longer in base-to-base contact.
Troops under fire to halt This test may only be taken during the Fire Phase
Troops in a second or subsequent line Troops directly to the rear of a Unit halted by morale dice or
to halt a Battalion Initiative may attempt to halt by Battalion
Initiative if their compulsory move would otherwise result in
an involuntary interpenetration.
To attempt a Battalion Initiative roll 1d6. The Battalion Initiative is successful if the roll is equal to or
greater than the Rating of the worst-Rated Base in the Unit (e.g. if a Battalion of Guard Infantry, Rating
2, have formed up with a Battalion of peasant rabble, Rating 6, then the combined Unit will only
succeed in a Battalion Initiative attempt on a roll of 6. The Guard on their own would succeed on
anything but a 1).
If timing is important to any Battalion Initiative attempt (e.g. if infantry are trying to form square in the
Move Phase during which they are charged by cavalry) then any successful Battalion Initiative roll
always allows the action to be completed in time.

Morale Dice
Morale Tests are taken during the Morale phase, immediately before melee combat, or when moving
troops encounter a Linear Obstacle, however Morale Dice can be accumulated at any time throughout
either player’s turn. Keep a record of the total Morale Dice accumulated by a Unit until its next Morale
Test, when all the Dice accumulated since the last Test will be rolled simultaneously. If you want to
keep the table clear of clutter, you can do this with pencil and paper, or with appropriate scenic
counters (personally I find ‘dead markers’ and the like a little macabre; your taste may vary). We
recommend that you simply pile the appropriate number of d6 behind the Unit, then they are readily to
hand when the Test comes, and you can just roll them.
A Unit accumulates 1 Morale Die each time it encounters any of the following circumstances:
 It is fired on during the fire phase;
 It fires during the fire phase;
 It changes facing or formation;
 It charges or counter-charges;

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 Bases are removed from the Unit as a result of fire combat or from any friendly Unit as a result of
melee combat within 25 cm;
 It attempts to cross a Linear Obstacle (2 Dice if cavalry, 3 Dice if artillery);
 It moves whilst in line formation (see formation rules on p.3 for what constitutes ‘line’ formation);
A Unit accumulates 2 Morale Dice each time it encounters any of the following circumstances:
 It attempts an involuntary interpenetration or is involuntarily interpenetrated during the Movement
Phase or as a result of outcome moves in the Melee Phase
A Unit which moves through Bad Going accumulates a variable number of Morale Dice depending on
how Bad the Bad Going is. Rules for determining how many Dice are accumulated are on p.2. A Unit
may also accumulate a variable number of Morale Dice as a result of combat. The number of Morale
Dice accumulated are indicated on the combat results table.
Morale Dice are only accumulated until the next Morale Test and once thrown they have no further
effect on the game. Thus a Unit which tests morale on three dice in one turn then starts accumulating
from zero, not from three. If it accumulates another two Morale Dice before the next Morale Test, it
tests with two dice, not five.

Sequence of Play
Play is conducted in alternating turns. Thus player 1 completes all Phases of turn 1 before player 2
completes all Phases of turn 1. Each Turn represents 10 real minutes, and the ideal is that it will take
about 10 real minutes to play. In playtest we have come surprisingly close to this even in multiplayer
games with inexperienced players using up to a division each.
1. Activation Phase
1.1. Each Officer in the moving player’s force may attempt to Activate up to three Units
2. Movement Phase
2.1. Each Formed or Disordered Unit that has not been successfully Activated continues to move
if it was moving last turn
2.2. The moving player may move each successfully Activated Unit up to its full movement
allowance in any direction, and re-deploy it in to any formation facing in any direction.
(for the avoidance of doubt, Dispersed troops and skirmishers do nothing in the Movement phase
unless the individual Base in question has been Activated by an Officer)
3. Melee Phase
3.1. If troops end the Movement Phase in base-to-base contact with enemy troops, resolve the
resulting melee
3.2. Make any outcome moves and resolve any melees that result from troops being brought into
base-to-base contact by outcome moves
3.3. Repeat as necessary until all melees and all outcome moves have been completed, and no
troops anywhere on the table are in base-to-base contact with hostile troops.
4. Fire Phase
4.1. Calculate and resolve all the moving player’s Fire Zones.
5. Morale Phase
5.1. Roll any accumulated Morale Dice for all Units on the moving side.

Ending the Game


The game ends after both players have played an equal number of turns and when one or other of the
player’s concedes defeat (or, to be honest, when you run out of time). If players have been set specific
objectives in a scenario game, then the game may be ended unilaterally if one side achieves its
objectives.

Phase 1: Activation
Each Officer may make three attempts to Activate Units or Bases under his command. An Officer
commanding a division, corps or higher formation may attempt to Activate any Unit or Base in any of
the brigades he commands. An Officer may only attempt to Activate Units or Bases which are within
25 cm of him (measure closest-to-closest).
Each Officer must make all three attempts at the same time, but the order in which Officers make their
attempts is entirely up to the controlling player. An Activation attempt is made by rolling 1d6, if the
roll is equal to or more than the Rating of the Officer, then the Unit or Base tested for has been
successfully Activated. If the Officer is in Base-to-Base contact with the Unit he is seeking to Activate,
then roll 1d6+1. A roll of 1 is always a failure. All three attempts must be allocated before any are

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diced for, if 2 attempts are specified for one Unit, and the first attempt is successful, the second attempt
cannot be reallocated to another Unit; it is wasted. All Activation attempts must be resolved in the
Activation Phase, before any movements are made by any Unit.
If the Officer wishes to move, he must Activate himself (he counts as in Base-to-Base contact with
himself, so gets the +1 modifier) or Activate a Unit with which he is in Base-to-Base contact. An
Officer who has not been successfully Activated may not move during the Movement Phase unless he
is in Base-to-Base contact with an unActivated Unit making a compulsory move (see below), in which
case the Officer will remain in Base-to-Base contact, and accompany the Unit in its compulsory move.
Players may find it easiest to mark each Unit which is successfully Activated with a token of some
kind, depending on the size of the game.

Phase 2: Movement
Any troops who have been successfully Activated may move. All troops who moved last turn (except
those who have been successfully Activated this turn, or have been halted by Morale Test or melee
outcome) must move. This compulsory move is straight forwards at full speed and no changes of facing
or formation are permitted. The only exception is troops following a road who must continue to follow
the road (if they come to a crossroads they will march straight across without turning right or left; if
they come to a T junction and cannot go forwards without leaving the road, they will halt Disordered).
Voluntary moves may be taken before or after compulsory moves at the moving player’s choice.
Activated Units may change facing or formation, but only one change of facing or one change of
formation (not one of each) is permitted per Unit per turn (the only exception to this is that troops who
changed facing or formation in the Movement Phase may use a Battalion Initiative to form line or
square in a later phase of the same turn).
Dispersed Bases and skirmishers may never move unless Activated to do so or obliged to do so during
the Melee Phase as part of an outcome move. If Dispersed Bases or skirmishers are Activated they may
be formed into Base-to-Base contact to make a Unit only if at least one of the Bases is a Command
Base, and all the Bases are from the same battalion, regiment or battery. It is perfectly permissible to
Activate 2 Bases and form them up on a third Base which was not Activated provided that the non-
Activated Base does not move, even to align itself or change facing slightly. No matter how far the
individual Bases moved to get into contact – even if it was only 1 cm – the resulting Unit may not
move during the Move Phase in which it was created. The Unit counts as Disordered.
If you wish two Units (or a Unit and a Base of skirmishers) to interpenetrate you must Activate both of
them, and they may then interpenetrate each other freely. If only one is successfully Activated, you
must move the other in such a way that no interpenetration occurs. Involuntary interpenetration may
occur, however, if a Unit is making compulsory moves in the Move Phase or outcome moves in the
Melee Phase. The moving Unit will treat the non-moving Unit as a Linear Obstacle – that is it will roll
the two dice accumulated at once (along with any other dice it may be carrying) and if it becomes
Dispersed or Disordered as a result of this test it will not complete the interpenetration. Only if the
moving Unit successfully passes its morale test and completes the interpenetration does the non-
moving Unit accumulate morale dice for the interpenetration.
Changes of facing or formation have no effect on movement rates, and the move is considered legal
provided that no Base moves further than the maximum permitted distance. Crossing Bad Going or a
Linear Obstacle has no effect on movement rates (although you will accumulate additional Morale
Dice) Movement rates are as follows.
Infantry 25 cm
Cavalry 50 cm
Limbered horse artillery 60 cm
Limbered foot artillery 30 cm
Manhandled artillery (Light and Line artillery 25 cm
only)
Officers 80 cm

Phase 3: Melee Combat

Introduction
Actual hand-to-hand combat was fairly rare in Napoleonic warfare, except when cavalry were cutting
up enemy troops who were running away from them. Infantry usually broke before a bayonet charge
reached them, artillery also usually fled before contact, and even cavalry normally either broke before

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contact, or fought only a very brief melee before separating. We refer to all contacts or near-contacts as
melee. Many are resolved without casualties to either side, but when casualties do result they generally
lead to the destruction of the entire Unit committed.
When 2 Units end the movement phase in Base-to-Base combat, a Melee results. It is unimportant
whether the moving Unit or Base was Activated or not, and there is no need to ‘declare’ charges at any
stage. The order to charge was usually given by regimental officers when the enemy was 50 to 100
yards (perhaps 200 yards in the case of a cavalry charge) distant, so it need not be considered in a
corps-level game like this.
If more than one melee needs to be fought, then they are resolved in any order decided by the player
whose turn it is, but any outcome moves and related melees from each melee resolved must be
completed before the next melee is begun. Melees are resolved as follows:
1. Test Morale for all Units involved in the Melee;
2. Calculate the number of Bases involved in the Melee;
3. Calculate the number of dice rolled by each base, and roll the total number of dice for each
side. Discard any dice you are permitted or required to discard
4. Calculate the total number of successes. A success is a roll equal to or higher than the Rating
of the Unit (in a mixed-Rating Unit, use the Rating of the worst-Rated Base in the Unit); the
Unit with the greatest number of successes is the winner. Apply the detailed results as set out
in the Combat Results Table;
5. Perform outcome moves
6. Roll 1d6 for each Officer on the losing side in Base-to-Base contact with the losing Unit. On a
roll of 1 the Officer is removed from the game;
7. If outcome moves have left any troops in Base-to-Base contact with enemy troops, resolve the
resulting melees.

1. Test Morale for all Units involved in the melee


All Units in Base-to-Base contact should roll any Morale Dice that they have accumulated since their
last Morale Test. Formed Units which fail become Disordered and Disordered Units which fail become
Dispersed as normal. If the moving Unit becomes Disordered or Dispersed as a result of this Morale
Test, then if it is infantry move it out of contact about 1 cm from the enemy Unit – morale is assumed
to have failed just before contact – and no melee is fought. If it is cavalry, it must Rally. Note that if a
cavalry Unit used a successful Battalion Initiative to counter-charge then both Units will be ‘moving
Units’, so both would have to become Dispersed or Disordered as a result of this Morale Test for no
melee to result.

2. Calculating the number of Bases involved


All the Bases in each Unit involved in the melee are considered involved. It is not important to ensure
that each Base is in Base-to-Base contact with an enemy Base provided that one Base of the Unit is in
contact, nor is it important for any two hostile Bases to be in edge-to-edge contact – any kind of contact
will do. Melees will usually consist of one Unit per side, but where a single charging Unit has
contacted more than one enemy Unit, then all Bases in every Unit are considered involved, including
those not directly contacted. Where 2 or more Units from the same side are involved in a single melee,
calculate separately for each Unit how many dice it should roll, and how many successes it has, then
combine the total successes to compare then to the enemy, and apply a single result from the Combat
Results Table to the whole melee.
If a Unit contacts Dispersed troops or skirmishers, then treat all the Bases contacted as part of a single
Unit for melee purposes, but no other Bases are involved in the melee. For instance if a column of
infantry has been Dispersed, so there are three Bases lined up behind each other, then a charging
Cavalry Unit will fight the first Base only. It may then contact the second Base as an outcome move
having wiped out the first, and this will be treated as an over-run, so the second and third Bases will
never get to fight. If a line of three Bases has become Dispersed, they will normally be contacted
simultaneously and all fight as a single melee, but this need not be the case if, for instance, the charging
Unit did not contact the enemy head-on.

3. Calculating the number of dice

Cavalry v Cavalry
Stationary cavalry roll 1d6 per base
Charging or counter-charging cavalry roll 2d6 per Base

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Heavy Cavalry double the number of dice rolled


Dispersed or Disordered cavalry or cavalry contacted in flank or rear discard half the dice rolled. They
must discard the most favourable dice.

Cavalry v Infantry or artillery


Infantry, stationary cavalry or artillery roll 1d6 per base
Formed Infantry double the number of dice rolled
Charging or counter-charging cavalry roll 2d6 per Base
Heavy Cavalry or Lancers double the number of dice rolled
Dispersed troops or Disordered troops (unless infantry in square) or troops contacted in flank or rear
discard half the dice rolled. They must discard the most favourable dice.
Infantry in Square discard half the dice rolled. They may discard the least favourable dice.

Infantry v Infantry or artillery


Infantry roll 1d6 per Base
Artillery roll 2d6 per Base.
Dispersed or Disordered troops, infantry in square or troops contacted in flank discard half the dice
rolled. They must discard the most favourable dice.

4. Combat Results Table

Attacking player (the player whose turn it is)


Defending player

All All
Fewer successes, More Successes,
All fails Evens
Successes but fewer Successes and more
successes successes
N/A
Attacker B Attacker A
All fails (treat as N/A N/A N/A
Defender Z Defender Z
Evens)

Fewer Attacker B Attacker A


N/A N/A N/A N/A
Successes Defender Y Defender Y

All
Successes, Attacker C Attacker A
N/A N/A N/A N/A
but fewer Defender X Defender Y
successes

Attacker C
Evens N/A N/A N/A
Defender C
N/A N/A

More Attacker Y Attacker X Attacker C


N/A N/A N/A
Successes Defender C Defender X Defender X

All
Successes, Attacker Z Attacker Y Attacker X
N/A N/A N/A
and more Defender B Defender B Defender C
successes

5. Outcome Moves
Outcome moves are determined by the letter code given for the attacking and defending Units in the
combat results table.
Cavalry Infantry or Artillery
A Advance one full move Advance one full move
Accumulate 1 Morale Die Accumulate 1 Morale Die
B Advance 1 full move, Disordered Advance to the position of the defeated

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Accumulate 1 Morale Die Unit and halt there Disordered.


Accumulate 1 Morale Die
C Advance 1 full move, Disordered Halt Disordered
Accumulate 2 Morale Dice Accumulate 1 Morale Die
X Rally, Disordered Halt, Disordered
Accumulate 2 Morale Dice Accumulate 2 Morale Dice
Y Retire 1 full move, Disordered Retire ½ move, Disordered (infantry in
Accumulate 3 Morale Dice square do not retire)
Accumulate 2 Morale Dice
Z Retire 1 full move, Dispersed. The Retire ½ move, Dispersed. The Dispersed
Dispersed Bases should end the outcome Bases should end the outcome move
move facing away from the enemy. facing away from the enemy.
Note that troops which began the combat Dispersed cannot become Disordered as a result of an
outcome move, they should remain Dispersed instead. Troops which end the melee Dispersed do not
accumulate any Morale Dice.
Cavalry may over-run (i.e. interpenetrate) hostile cavalry, artillery or infantry as a result of an outcome
move. Artillery or Dispersed infantry who are over-run in this way are removed as casualties. Any
other troops over-run accumulate one Morale Die. If two Cavalry units over-run each other, then both
accumulate 1 Morale Die.
Any artillery Bases required to retire as an outcome move are removed as casualties.
Infantry or Artillery Units which make an outcome move are halted at the end of that move (i.e. they do
not need to make compulsory moves in following turns). Cavalry who make an outcome move have the
option to Rally in their following turn, but if this Rally fails (or is not attempted), they will be treated as
moving Units, and have to make compulsory moves until Activated or halted by Morale Test of further
melee outcomes.

6. Threat to Officers
All Officers in Base-to-Base contact with a Unit on the losing side of a melee must test for threat to
officers. This is the case even if the losing Unit suffered no casualties and did not make an outcome
move. The Officer must roll 1d6 and is removed if a 1 is rolled.
Note that losing an Officer in this way counts as losing a Base in melee and will therefore inflict
Morale Dice on all friendly Units within 25 cm.

7. Cavalry Rally
Cavalry who fail to charge home due to the pre-combat Morale test, or get an X result in combat, must
Rally. A Rally is an optional move which allows the player to determine whether the Unit will return to
its starting opposition, move a full move to its rear, or remain just short of contact, 1 cm from the target
of the charge. Cavalry end a Rally move facing the enemy and Disordered, unless they were Dispersed
when they began the Rally, in which case they end the Rally Dispersed and facing the enemy. Infantry
never Rally. If they fail to charge home they always remain just short of contact, 1 cm from the enemy,
facing the enemy. Cavalry may also attempt to Rally as a Battalion Initiative in the turn after they have
fought a melee combat.

8. Surrender
Units or Bases which are defeated and unable to complete an outcome move will surrender if there is
an Formed or Disordered enemy Unit to surrender to within 10cm, and closer than any friendly Bases
(except other surrendering Bases).

Phase 4: The Fire Phase


Any troops who have been Activated may fire. All troops who fired last turn must fire unless they have
been Activated this turn and the player does not wish them to fire. Troops who have become
Disordered this turn as a result of a Morale Test must fire if there are hostile troops in their Fire Zone,
unless there are also friendly troops in their Fire Zone. Troops who have become Dispersed this turn as
a result of a Morale Test must fire if there are hostile troops in their Fire Zone regardless of whether
there are friendly troops in the Fire Zone or not. The only exception to this is that Bases that were in
the second or subsequent rank of a Unit when it became Dispersed do not have to open fire.
The Fire Zone for a base which is firing consists of the space directly in front of its front edge and
within one base width either side, for a total width of 3 Base widths. The depth of the Fire Zone for all

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infantry firing is 40 cm, and for all cavalry is 20 cm. For artillery, the depth of the Fire Zone is
determined by the distance to the first target Base in the Fire Zone. Thus if there is a hostile Base
within Point Blank range, only other Bases within Point Blank range are considered to be in the Fire
Zone. If there is a Base at Short range, but none at Point Blank range, all Bases within Short range are
considered to be in the Fire Zone but no Bases at Long range, and if there is a Base at Long Range, all
Bases at Long Range are within the Fire Zone. Note that Light artillery has no Point Blank range.
If the Fire Zone of two Bases overlaps, then a single continuous Fire Zone is formed. It will often
happen that the Fire Zones of several Units overlap to form a large Fire Zone, and it is theoretically
possible to have a single Fire Zone formed across the whole battlefield. In every case fire should be
resolved by forming the minimum number of continuous Fire Zones before rolling for effect. The firing
player has no choice about the allocation of Fire Zones, and wherever two Zones overlap, even slightly,
then they must be resolved as a single Fire Zone.
Each Base within the Fire Zone is treated as being in the most disadvantageous Fire Zone that applies.
If a Base is 30 cm away from a mixed line of infantry and heavy artillery, it will count as in Short range
from the artillery and Long range from the infantry, so overall it will be in Short range. Bases which
are taken in enfilade (that is are within a Fire Zone caused by a Base which is entirely behind an
imaginary line drawn through the front edge of the target Base) count as one step more
disadvantageous. The additional disadvantage counts even if the Base responsible for the enfilade is not
the most dangerous Base.
So in our example of a Heavy artillery Base and an infantry Base both inflicting Fire Zones on a target
Base, if the target was 25 cm from the artillery and 40 cm from the infantry, but the infantry were firing
from an enfilade position, the target would count as in Point Blank range (one step worse than the
worst position it is in – Short range from the artillery – not one step worse than the Long range it is
from the troops enfilading it).
Each Base which is in cover because it occupies Bad Going which provides cover to troops (usually
villages) or is behind a suitable Linear Obstacle (usually a stone wall) counts as one range band less
disadvantaged. Thus Long Range fire will not cause casualties (although it will still inflict Morale
Dice), Short range fire will count as Long range, etc. Terrain features such as villages or the crest of a
hill may completely shield Units from fire if the target units are deployed behind rather than in or upon
them. This is better left as a matter of judgement for the players.

Calculating and removing casualties


Roll 1d6 for each Base in the Fire Zone which is in Point Blank range, 1d6 per 2 Bases at short range,
and 1d6 per 4 bases at long range (if this calculation leaves an odd number of dice, then round up). Do
not roll dice for Bases at extreme range. At extreme range fire has insufficient effect to remove
casualties, but the firer and target will still be affected for morale purposes. Each roll of 6 results in 1
Base being destroyed. The owning player may remove any Bases in Formed or Disordered Units within
the Fire Zone up to the total number of Bases which have fallen casualty. If not all casualties are
removed in this way – either because there are not enough Bases in Formed or Disordered Units or
because the owning player does not chose to remove them in this way – the firing player may remove
the balance from any Dispersed troops or skirmishers in the Fire Zone. It is always up to the owning
player to decide whether to remove all casualties from Formed or Disordered units or to permit the
firing player to remove some casualties.
If there is more than one Formed or Disordered Unit in the Fire Zone, then you cannot take a second
casualty from any Unit until all Units have taken a first casualty. Thus if you have a Landwehr
battalion, a line Battalion and a battery of artillery all in the same Fire Zone, you may chose to take the
first casualty from the Landwehr, but if you have suffered two casualties they cannot both be removed
from the Landwehr, and if you have suffered three casualties, one Base must be removed from each of
the Line, Landwehr and Artillery. Thus attached infantry can give some protection to higher value units
by offering themselves as a target, but the level of protection is limited.

Point Blank Short Range Long Range Extreme Range


Light artillery N/A 20 cm 40 cm N/A
Line artillery 10 cm 20 cm 60 cm N/A
Heavy artillery 15 cm 30 cm 80 cm N/A
Light or Line cavalry N/A N/A 20 cm N/A
Formed infantry 5 cm N/A 20 cm 40 cm
Disordered or Dispersed infantry N/A N/A 20 cm 40 cm

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or infantry skirmishers
Rifle-armed infantry N/A N/A 40 cm N/A

Threat to Officers
Roll 2d6 for each Officer in a Fire Zone. On a roll of 2 the Officer is removed.

Phase 5: The Morale Phase


Units which encounter circumstances which might cause them to lose confidence or good order
accumulate Morale Dice. Rules for accumulating Morale Dice are on p.5. The Morale Dice accumulate
until the next Morale Test and all the accumulated dice are thrown together at that time.
Units test morale in the Morale Phase, just before combat and if they encounter a linear obstacle whilst
moving. Any Units on the moving player’s side which have any Morale Dice accumulated should roll
them during the Morale Phase and apply the results immediately. This would include Morale Dice
accumulated as a result of their own firing this turn, outcomes from melee, movement through Bad
Going or enemy firing in the previous turn, but Morale Dice rolled as a result of attempting to cross a
Linear Obstacle in the Movement Phase or immediately prior to melee combat in the Melee Phase are
(obviously enough) not rolled again now. At the end of his or her Morale Phase, the active player
should have no Morale Dice accumulated for any Unit anywhere on the Battlefield, as all of them
should be rolled now.
In a Morale Test all accumulated Morale Dice are rolled, and if any come up lower than the Rating of
the Unit (or the Rating of the worst-rated Base in a mixed quality Unit) then the Test has been failed.
The Unit halts immediately and becomes Disordered or, if already Disordered, Disperses. If more than
one Morale Die rolled is lower than the Rating of the Unit, there is no additional effect – it makes no
difference whether you get one failure or all failures.
After the test has been completed, the Morale Dice used are removed from the board and have no
further effect on the game.

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Appendix 1: Sample organisations


Division Loison, 21 August 1808 Bases Rating
General Loison 1 4
General Solignac 1 4
3 battalions, 12th Light 4 Light Infantry 4
3 battalions, 15th Light 5 Light Infantry 4
3 battalions, 58th Line 5 Line Infantry 4

General Charlot 1 4
3 battalions, 32nd Line 3 Line Infantry 4
3 battalions, 82nd Line 4 Line Infantry 4

Source: Partridge & Oliver Battle Studies in the Peninsula p. 156

Loison’s division at Vimeiro organised in a fairly typical French fashion for an infantry division, but at
very low strength. Partridge & Oliver list the French artillery as under Corps control.

Kollowrath’s Division, 2 December 1805 Bases Rating


FZM Kollowrath-Krakowsky 1 4
Position Battery 2 Line Artillery and 1 3
Limber
Oberst von Sterndahl 1 5
6 battalions, IR 23 Salzburg 14 Line Infantry 4
6 Light Artillery

GM Graf Rottermund 1 4
1 battalion, IR 20 Kaunitz 2 Line Infantry 5
1 Light Artillery
1 battalion, IR 24 Auersperg 3 Line Infantry 5
1 Light Artillery
1 battalion, IR1 Kaiser 3 Line Infantry 5
1 Light Artillery
1 battalion, IR 9 Czartoryski 3 Line Infantry 5
1 Light Artillery

GM von Jurczik 1 4
1 battalion, IR 55 Reuss-Greitz 2 Line Infantry 5
1 Light Artillery
1 battalion, IR 38 Wurttemberg 3 Line Infantry 4
1 Light Artillery
1 battalion, IR 58 Beaulieu 3 Line Infantry 4
1 Light Artillery
1 battalion, IR 49 Kerpen 2 Line Infantry 5
1 Light Artillery
1 battalion, IR 29 Lindenau 2 Line Infantry 5
1 Light Artillery

Oberstlt. Rakovsky 1 4
2 squadrons, Hessen-Homburg Hussars no.4 2 Light Cavalry 3
1 squadron, Szekler Hussars no.11 1 Light Cavalry 3

Source: Goetz, 1805: Austerlitz p. 350

Kollowrath-Krakowsky’s division at Austerlitz was part of the allied 4th Column. The troops were
partly composed of raw 6th battalions of infantry regiments, but mainly fought well on the day. The
numerous battalion guns are very notable.

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Appendix 2: Examples of play


Example 1: A Fire Fight
A French battalion of Light Infantry formed in column, 3 Bases strong is facing an Austrian Line
Infantry battalion formed in line, 6 Bases strong at a range of 35 cm. Both units are Rating 4, halted,
and no Officers are nearby.
Turn 1
The French attempt a battalion Initiative to deploy skirmishers and succeed. They deploy two Bases 10
cm from the Austrians, leaving the Command Base in place. As skirmishers (Dispersed bases), they
automatically fire in the Fire Phase.
All six Austrian Bases are in a single Fire Zone at long range so 2 dice are rolled. Neither of them are
6, so no Austrian Bases are destroyed. The Austrians accumulate one morale die for coming under fire
(the French are dispersed and accumulate no morale dice)
The Austrians attempt a Battalion Initiative as halted infantry to fire, but fail. They roll their single
morale die and fail again, becoming disordered. Finally they attempt to Reform, and fail again. They
are now dispersed and open fire (which is what they wanted to do anyway), but their fire will have no
effect until next turn.
Turn 2
The French are dispersed and cannot undertake any Battalion Initiatives, so they roll two dice for their
fire. Neither is a 6, but the Austrians accumulate 1 more morale die.
The Austrians cannot attempt a Battalion Initiative because none apply, so they fire back. Two Bases
are in the Fire Zone at long range, and one at extreme range. Firing at a Dispersed target at extreme
range has no effect on the game, so the Austrians roll 1 die. It is not a six. The Austrians accumulate
one more morale die for firing (the French cannot accumulate for coming under fire, because they are
all Dispersed already). In the morale phase the Austrians first attempt to Reform, and succeed, then roll
the two morale dice they are carrying, and both fail. They therefore end the turn Disordered.
The French have the advantage in the firefight. Not only are they more likely to cause casualties, but
they also have good chance of dispersing the Austrians.

Example 2: A melee combat

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Appendix 3: Glossary
Activation An Officer may make three attempts per turn to Activate units in his command. All
three attempts must be allocated before any are diced for, but all are diced for before
any are resolved. For instance if an Officer wants to Activate three different Units, he
can specify one attempt on each, but if he then succeeds with only one or two
Activations, he isn’t obliged to go through with what he planned. On the other hand if
2 attempts are specified for one Unit, and the first attempt is successful, the second
attempt cannot be reallocated to another Unit; it is wasted.
Bad Going A terrain type. Hills, marshes and villages are all types of Bad Going. Troops moving
through Bad Going accumulate Morale Dice more quickly, but some forms of Bad
Going can provide cover against fire.
Base A single base of troops, preferably 25mm square, but 30mm square would be OK
(although frontage is more important than depth. If you want to use troops based for
another system you may have to alter the ground scale slightly)
Battalion A Unit with one (or more) Command Bases in it can attempt a Battalion Initiative at
Initiative any time in the turn. A successful Battalion Initiative allows the Unit to perform one
of a small repertoire of actions. Any action not permitted under the Battalion Initiative
rules can only be undertaken if the Unit is Activated by an Officer
Command A distinctive Base, usually fielded one per infantry battalion, cavalry regiment or
Base artillery battery. The Command Base of a battery is usually a limber model with no
combat power, the Command Base of infantry or cavalry usually has standard combat
strength.
Disordered A morale state. Disordered Units are represented by Bases remaining in Base-to-Base
contact, but with irregular alignment. Disordered troops are weaker in firing and
melee and at great risk of becoming dispersed by further morale failures.
Dispersed A morale state. Dispersed Units are moved out of Base-to-Base contact, so that none
of the Bases constituting the Unit are touching each other (this means that they cease
to form a Unit when they suffer a ‘Dispersed’ morale result). Dispersed troops are
vulnerable in melee, have weak shooting, and can only be reformed at considerable
effort by Officers.
Fire Zone The area swept by small arms fire from infantry or cavalry, or fire from artillery.
Whereas in most games, individual units fire at each other according to complex rules,
in this game all troops in the Fire Zone are at risk and have to dice for casualties.
Formed A morale state. Formed Units are in good order and are represented by aligning the
Bases neatly in Base to Base contact.
Good Going A terrain type, indicates open country with no particular effect on the game
Heavy A troop classification. Heavy infantry and cavalry cannot be used as skirmishers and
Heavy artillery cannot be manhandled. Heavy artillery and cavalry have more striking
power, but Heavy infantry have no special advantages. The Heavy infantry
classification is used to represent troops like 1806 Saxons and Prussians who have no
training in skirmishing.
Light A troop classification. Light infantry and cavalry are permitted to deploy as
skirmishers with a Battalion Initiative, making them much easier to use in this role
than any other troops. Light artillery can form Units with cavalry or (more commonly)
infantry, allowing them to contribute effectively to close range fire fights. Heavy or
Line Units sometimes have a single Base of Light troops, representing a light
company or a body of picked sharpshooters.
Line A troop classification. Line troops are the standard ‘medium’ troops, capable of most
tasks.
Linear A terrain type. Walls, ditches and irrigation canals are all types of Linear Obstacle.
Obstacle Troops attempting to cross a Linear Obstacle must take a Morale Test and will halt
Disordered if they fail it (Troops who were already Disordered become Dispersed).
Some kinds of Linear Obstacle provide cover against fire.
Long Range Long Range is the range at which fire can be conducted, but ineffectively. The musket
or cannon ball will travel to this range, but the chance of hitting anything is minimal.
Nevertheless Long Range fire can have important morale effects, especially on poor
troops.
Note that all fire by cavalry, Dispersed or Disordered infantry or skirmishers always

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counts as ‘Long Range’ fire regardless of the true range.


Morale Dice Units which encounter circumstances which might cause them to lose confidence or
good order accumulate Morale Dice. The number of Morale Dice accumulates until
the next Morale Test and all the accumulated dice are thrown together at that time.
You will therefore need to keep track of how many Morale Dice the Unit has
accumulated either with paper and pencil or with counters. In fact we recommend
simply stacking the correct number of d6 behind the Unit in question, so when a test is
necessary, you can simply pick them up and roll them.
Morale Tests Units test morale in the Morale Phase, just before combat and if they encounter a
linear obstacle (or attempt an involuntary interpenetration) whilst moving. The reason
for a morale test at a linear obstacle is to ensure that troops whose morale fails halt
behind the obstacle, rather than advancing beyond it and then getting cold feet 60
yards further on…
In a Morale Test all accumulated Morale Dice are rolled, and if any come up lower
than the Rating of the Unit (or the Rating of the worst-rated Base in a mixed quality
Unit) then the Test has been failed. The Unit halts immediately and becomes
Disordered or, if already Disordered, Disperses.
Officer The commander of a brigade, division or corps, usually a general. Has no combat
power but vital to the control of the army. Officers should normally be mounted on a
standard-sized Base, but if you want to do something different, it wo’n’t really matter.
Point Blank Point Blank range is the shortest artillery range. Canister was often used at ranges
Range beyond what we classify as Point Blank range, but in game terms the rate and
accuracy of fire count for more than the nature of the ammunition.
Rally Cavalry who fail to charge home must Rally. Cavalry also have one opportunity to
Rally after fighting a melee combat. A Rally is an optional move which allows the
player to determine whether the Unit will return to its starting position, move a full
move to its rear, or remain just short of contact, 1 cm from the target of the charge.
Cavalry end a Rally move facing the enemy, halted and Disordered, unless they were
Dispersed when they began the Rally, in which case they end the Rally Dispersed and
facing the enemy.
Rating Troops are Rated from 2-6 as a measure of their general level of morale, training and
effectiveness. Elite troops are Rating 2; Rating 6 troops are rabble.
Officers are also Rated from 2-6 as a measure of their ability. Superb generals are
Rating 2 or 3, most generals are Rating 4 or 5, and very poor generals are Rating 6.
Reform A Battalion Initiative which is used by Disordered Units to return them to Formed
status. This is the only way Disordered Units can be returned to Formed status.
Dispersed Bases cannot benefit from a Reform action.
Short Range Effective range for infantry and artillery. Artillery fire at Short Range is at a slower
rate than at Point Blank range, and less accurate due to the need to lay the guns more
carefully for elevation to secure hits.
Unit A Unit is a group of Bases in base-to-base contact. If Bases from more than one
battalion, regiment or battery are in base-to-base contact, there are special rules for
determining whether or not they constitute a Unit

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Appendix 4: Sample Scenario


This scenario is rather smaller than the rules are really designed for. It is intended to offer new players
a chance to experiment with the rules with minimum time and effort.

Orders of battle

Scott’s First Brigade, 25 July 1814 Bases Rating


General Winfield Scott 1 4
9th US Infantry 2 Line Bases 4
11th US Infantry 2 Line Bases 4
22nd US Infantry 3 Line Bases 4
US Artillery 1 Line gun and 1 4
limber Base
New York Volunteer Dragoons 1 Line cavalry Base 4

Major Thomas Jessup 1 4


25th US Infantry 3 4

Source: Harman, ‘A Warm & Destructive Fire’, Miniature Wargames nos. 170-1

Scott’s force was a single brigade, but the 25th US infantry was used as a flank march force, so I have
identified Major Jessup as an officer in his own right.

Riall’s Right Division, 25 July 1814 Bases Rating


General Gordon Drummond 1 5
Major General Phineas Riall 1 4
Lt Col Morrison 1 5
1st Foot 1 Line 4
8th Foot 1 Line 4
Light Company, 41st Foot 1 Light 4
89th Foot 3 Line 4
Artillery 1 Heavy 4

Lt Col Pearson 1 5
19th Light Dragoons 1 Light Cavalry 4
Glengarry Light Infantry 3 Light 5
Incorporated Militia 3 Line 5
Artillery 1 Line 4

Lt Col Parry 1 5
Militia ‘Brigade’ 3 Line 6
Mohawk Warriors 1 Light 6

Source: Harman, ‘A Warm & Destructive Fire’, Miniature Wargames nos. 170-1

Although only Riall’s division was engaged, General Drummond was present on the field of battle. The
single-Base regiments should not include a Command Base, and the artillery do not have limbers
(making the heavy guns in Morrison’s brigade effectively immobile).

Map & Deployment


The battle was fought in a confined space, so a table about 1 metre or 4’ square is more than sufficient.
The British deploy first, anywhere to the north of the road that runs east-west across the board. Their
two artillery Bases may deploy up to 10cm further south than this, provided that they are within 10cm
of deployed infantry.

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The Americans deploy second. Scott’s brigade must deploy on the southern edge of the board, between
the two wooded areas and withal troops within 10cm of the board edge.
The 25th Infantry are not deployed at game start.

Woods: Bad Going


British deploy north of the road

Hill: Good Going

Copse: Bad Going

Woods: Bad Going

Woods: Bad Going

Americans Deploy Here

Special Rules and Victory


The American player secretly notes whether the 25th Infantry are marching round the British left flank
or the right flank. Each American morale phase, the American player should roll one die; the 25th
Infantry will appear on the appropriate end of the road that runs east-west across the board the second
time the die comes up 6.
The Americans win if they end the game in control of the crossroads. The British win if they force all
remaining American troops off the table edge.

Historical Outcome
Scott did not fully realise the odds against him, and tried to advance early in the action. His line was
held up by British artillery and skirmish fire without ever getting into effective musketry range of the
British line. The Americans expended most of their ammunition in this exchange of musketry at ranges
of about 400 yards. They took very heavy casualties before the 25th Infantry arrived. Although the 25th
initially had considerable success against the flank of the Incorporated Militia, Scott’s main line was no
longer in any condition to support, and the Americans were obliged to retire.

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Playsheet Battalion Initiatives


Cavalry to Rally after Cavalry Units which fought a melee combat in the previous turn may
attempt to Rally. There is only one attempt; if this attempt to Rally fails, the
Sequence of Play combat unit may not attempt to Rally again in subsequent turns.
Charged cavalry to This test is taken after the move has been measured and it has been
1. Activation Phase determined that a contact will take place. The counter-charging cavalry are
1.1. Each Officer in the moving player’s force may attempt to Activate up to three Units counter-charge moved forward so that the 2 Units contact each other half way between their
starting positions, however they may not change their formation in any way.
2. Movement Phase Disordered troops to This test can be taken only during the player’s own Morale Phase. Note that
2.1. Each Formed or Disordered Unit that has not been successfully Activated continues to move if Reform Dispersed troops cannot use a Battalion Initiative to Reform; each Base must
it was moving last turn be individually Activated by an Officer.
2.2. The moving player may move each successfully Activated Unit up to its full movement Halted infantry to open This test may be taken at any time, but takes effect only during the player’s
next Fire Phase. If the test is successful, the troops may fire with full effect
allowance in any direction, and re-deploy it in to any formation facing in any direction, subject fire even if the Test was taken in the Fire Phase itself.
to the limitation of one change of facing or formation per turn. This test can be taken at any time. If successful, the infantry form square
2.3. (for the avoidance of doubt, Dispersed troops and skirmishers do nothing in the Movement Infantry to form square
immediately but Disordered Units remain Disordered.
phase unless the individual Base in question has been Activated by an Officer) Light Troops to deploy as This test can only be taken at the end of the player’s own Movement Phase.
Note that if the Unit is a mix of Light troops and others (e.g. a battalion with
3. Melee Phase
skirmishers schűtzen) then the troops deployed as skirmishers must be Light, but the
3.1. If troops end the Movement Phase in base-to-base contact with enemy troops, resolve the Command Base and other Bases in the unit need not. Also note that once
resulting melee deployed as skirmishers, the troops cease to be part of the Unit as they are no
longer in base-to-base contact.
3.2. Make any outcome moves and resolve any melees that result from troops being brought into
Troops under fire to halt This test may only be taken during the Fire Phase
base-to-base contact by outcome moves
3.3. Repeat as necessary until all melees and all outcome moves have been completed, and no Infantry in column to This test can be taken if the column has come under infantry fire. If
successful, the infantry form line immediately facing the enemy infantry
troops anywhere on the table are in base-to-base contact with hostile troops. form line who have fired on them (their choice of which infantry, if under multiple
fires) but Disordered Units remain Disordered.
4. Fire Phase Troops directly to the rear of a Unit halted by morale dice or a Battalion
Troops in a second or
4.1. Calculate and resolve all the moving player’s Fire Zones. Initiative may attempt to halt by Battalion Initiative if their compulsory
subsequent line to halt move would otherwise result in an involuntary interpenetration.
5. Morale Phase
5.1. Roll any accumulated Morale Dice for all Units on the moving side.
Movement
Infantry 25 cm
Morale Dice Cavalry 50 cm
A Unit accumulates 1 Morale Die each time it encounters any of the following: Limbered horse artillery 60 cm
 It is fired on during the fire phase; Limbered foot artillery 30 cm
 It fires during the fire phase; Manhandled artillery (Light and Line only) 25 cm
 It changes facing or formation; Officers 80 cm
 It charges or counter-charges;
 Bases are removed from the Unit as a result of fire combat or from any friendly Unit as a result of Fire Combat
melee combat within 25 cm;
Point Blank Short Range Long Range Extreme Range
 It attempts to cross a Linear Obstacle (2 Dice if cavalry, 3 Dice if artillery);
Light artillery N/A 20 cm 40 cm N/A
 It moves whilst in line formation (see formation rules on p.3 for what constitutes ‘line’ formation); Line artillery 10 cm 20 cm 60 cm N/A
A Unit accumulates 2 Morale Dice each time it encounters any of the following circumstances: Heavy artillery 15 cm 30 cm 80 cm N/A
 It attempts an involuntary interpenetration or is involuntarily interpenetrated during the Movement Light or Line cavalry N/A N/A 20 cm N/A
Phase or as a result of outcome moves in the Melee Phase Formed infantry 5 cm N/A 20 cm 40 cm
A Unit which moves through Bad Going accumulates a variable number of Morale Dice depending on how Disordered or Dispersed infantry N/A N/A 20 cm 40 cm
Bad the Bad Going is. or infantry skirmishers
Rifle-armed infantry N/A N/A 40 cm N/A

19
Version 1.0
Roll 1d6 for each Base in the Fire Zone which is in Point Blank range, 1d6 per 2 Bases at short range, and 1d6 per 4 bases
at long range (if this calculation leaves an odd number of dice, then round up). Roll no dice at extreme range (although
morale dice will be accumulated). Each roll of 6 results in 1 Base being destroyed. Melee Combat

Combat Results Table

Attacking player

Defending player
All All
Fewer successes, More Successes,
All fails Evens
Successes but fewer Successes and more
successes successes

N/A
Attacker B Attacker A
All fails (treat as N/A N/A N/A
Defender Z Defender Z
Evens)

Fewer Attacker B Attacker A


N/A N/A N/A N/A
Successes Defender Y Defender Y

All
Successes, Attacker C Attacker A
N/A N/A N/A N/A
but fewer Defender X Defender Y
successes

Attacker C
Evens N/A N/A N/A N/A N/A
Defender C

More Attacker Y Attacker X Attacker C


N/A N/A N/A
Successes Defender C Defender X Defender X

All
Successes, Attacker Z Attacker Y Attacker X
N/A N/A N/A
and more Defender B Defender B Defender C
successes

20
Version 1.0

Calculating the number of dice

Cavalry v Cavalry
Stationary cavalry roll 1d6 per base
Charging or counter-charging cavalry roll 2d6 per Base
Heavy Cavalry double the number of dice rolled
Dispersed or Disordered cavalry or cavalry contacted in flank or rear discard half the dice rolled. They must
discard the most favourable dice.

Cavalry v Infantry or artillery


Infantry, stationary cavalry or artillery roll 1d6 per base
Formed Infantry double the number of dice rolled
Charging or counter-charging cavalry roll 2d6 per Base
Heavy Cavalry or Lancers double the number of dice rolled
Dispersed troops or Disordered troops (unless infantry in square) or troops contacted in flank or rear discard
half the dice rolled. They must discard the most favourable dice.
Infantry in Square discard half the dice rolled. They may discard the least favourable dice.

Infantry v Infantry or artillery


Infantry roll 1d6 per Base
Artillery roll 2d6 per Base.
Dispersed or Disordered troops, infantry in square or troops contacted in flank discard half the dice rolled.
They must discard the most favourable dice.

Outcome Moves
Outcome moves are determined by the letter code given for the attacking and
defending Units in the combat results table.
Cavalry Infantry or Artillery
A Advance one full move Advance one full move
Accumulate 1 Morale Die Accumulate 1 Morale Die
B Advance 1 full move, Disordered Advance to the position of the defeated
Accumulate 1 Morale Die Unit and halt there Disordered. Accumulate
1 Morale Die
C Advance 1 full move, Disordered Halt Disordered
Accumulate 2 Morale Dice Accumulate 1 Morale Die
X Rally, Disordered Halt, Disordered
Accumulate 2 Morale Dice Accumulate 2 Morale Dice
Y Retire 1 full move, Disordered Retire ½ move, Disordered (infantry in
Accumulate 3 Morale Dice square do not retire)
Accumulate 2 Morale Dice
Z Retire 1 full move, Dispersed. The Retire ½ move, Dispersed. The Dispersed
Dispersed Bases should end the outcome Bases should end the outcome move facing
move facing away from the enemy. away from the enemy.

21

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